#8     8"""88 8""""8 ""8""    8   8 8  8     8     8""""8
#8     8    8 8        8      8   8 8  8     8     8
#8e    8    8 8eeeee   8e     8eee8 8e 8e    8e    8eeeee
#88    8    8     88   88     88  8 88 88    88        88
#88    8    8 e   88   88     88  8 88 88    88    e   88
#88eee 8eeee8 8eee88   88     88  8 88 88eee 88eee 8eee88
#
#Original Tree by AntoniusMagnus & Oleg
#Upkeep work by MrBlazzar
#4.0 Tree by Zusk & Garnathor
#Tree expansion, rebalance, etc done by ParadoxSong - if you're reading this, you're reading the file from the Lost Hills Expanded Submod!
#
#Primer Written by Zusk!
#
#Original History:
#Lost Hills ( In older versions of the game, the "Western Brotherhood of Steel", or "Brotherhood of Steel" ) is one
#of OWB's longest lived trees!
#Originally, in 2017, the original shell of the tree was designed by one AntoniusMagnus and completed by Oleg. Over the years
#MrBlazzar did lots of upkeep work for it from launch up to patch 4.0.
#
#Back in those patches, due to the mods original start date of 2265 the Brotherhood had a starting position that reflected that. They had
#quite a bit of territory along California's western coast and fought a relatively equal early war with the NCR, as a bit of a analogue
#to Germany's Czechoslovakia conquest in base game!
#
#4.0:
#The Tree was changed greatly in patch 4.0 of Old World Blues. Which was the update that renamed the country to "Lost Hills".
#This was the update the reframed their gameplay to be centered on being a singular, but exceedingly powerful, bunker that interacted
#with all of the other chapters. This rework was accomplished by Zusk & Garnathor - originally planned out in October of 2020 and implemented across 2021 and 2022.
#
#As a designer, I mainly wanted to try out this design of the tree as a way to bring Lost Hills closer to canon as well as still give
#them a important purpose not just for california, but also for every other chapter on the map - to reflect the importance that all
#the chapters give the Lost Hills elders in most of the Fallout Games (Fallout: Brotherhood of Steel, Fallout Tactics, Fallout 4, Fallout NV)
#Garnathor helped out a lot with extremely important systems work to help make the tree feel unique! He was the one that implemented the Paladins, and
#the one that initialaly designed the core of the Underground Building system!
#Credit to ZeroScale for contributing to balance patches														

@BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER = 50
@BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT = -50
@BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_TRIGGER = 50
@BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_EFFECT = -50							 

focus_tree = {
	id = nf_brotherhood
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = BOS
		}
	}
	default = no
	focus = {
		id = bos_nf_one_fateful_bullet
		icon = GFX_goal_BOS_generic
		cost = 7
		x = 40
		y = 0
		completion_reward = {
			country_event = nf_brotherhood_history.1
			hidden_effect = {
				set_variable = {
				var = bos_troika_crowns ##set this up ASAP for the troika campaign.
				value = 0
				}
				lhe_offmap_chapter_logic  = yes
			}
			
		}
	}
	focus = {
		id = bos_nf_exodus
		icon = GFX_goal_BOS_generic
		cost = 7
		x = 0
		y = 1

		relative_position_id = bos_nf_one_fateful_bullet

		prerequisite = {
			focus = bos_nf_one_fateful_bullet
		}

		completion_reward = {
			country_event = nf_brotherhood_history.2
		}
	}
	focus = {
		id = bos_nf_words_have_power
		icon = GFX_goal_BOS_generic
		cost = 7
		x = 0
		y = 1

		relative_position_id = bos_nf_exodus

		prerequisite = {
			focus = bos_nf_exodus
		}

		completion_reward = {
			country_event = nf_brotherhood_history.3
		}
	}
	focus = {
		id = bos_nf_chains_that_bind
		icon = GFX_goal_BOS_generic
		cost = 7
		x = 0
		y = 1

		relative_position_id = bos_nf_words_have_power

		prerequisite = {
			focus = bos_nf_words_have_power
		}

		completion_reward = {
			country_event = nf_brotherhood_history.4
		}
	}
	focus = {
		id = bos_nf_the_knight_and_the_bear
		icon = GFX_goal_BOS_generic
		cost = 7
		x = 0
		y = 1

		relative_position_id = bos_nf_chains_that_bind

		prerequisite = {
			focus = bos_nf_chains_that_bind
		}

		completion_reward = {
			country_event = nf_brotherhood_history.5
		}
	}
	focus = {
		id = bos_nf_the_paladins
		icon = GFX_goal_MOJ_paladin_thought
		cost = 7
		x = 0
		y = 1

		relative_position_id = bos_nf_the_knight_and_the_bear

		prerequisite = {
			focus = bos_nf_the_knight_and_the_bear
		}

		completion_reward = {
			custom_effect_tooltip = paladins_unlock_tt
			hidden_effect = {
				country_event = nf_brotherhood_history.7
			}
		}
		ai_will_do = {
			base = 10
		}							
	}
	focus = {
		id = bos_nf_the_knights
		icon = GFX_goal_MOJ_know_our_name
		cost = 15
		x = -3
		y = 1

		relative_position_id = bos_nf_the_paladins

		prerequisite = {
			focus = bos_nf_the_paladins
		}
		available = {
			always = no
		}
		completion_reward = {
			custom_effect_tooltip = knights_unlock_tt
			hidden_effect = {
				country_event = nf_brotherhood_history.8
			}
			157 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		ai_will_do = {
			base = 10
		}
	}
	focus = {
		id = bos_nf_engineers_of_peace
		icon = GFX_goal_MOJ_progressive_thought
		cost = 15
		x = -1
		y = 1

		relative_position_id = bos_nf_the_knights

		prerequisite = {
			focus = bos_nf_the_knights
		}

		completion_reward = {
			add_command_power = 25
			unlock_decision_tooltip = bos_underground_construction_boost_decision
			add_tech_bonus = {
				name = bos_engineers_of_peace
				bonus = 0.5
				ahead_reduction = 1
				uses = 1
				category = construction_category
			}
		}
	}
	focus = {
		id = bos_nf_engineers_of_war
		icon = GFX_goal_MOJ_aggressive_policy
		cost = 15
		x = 1
		y = 1

		relative_position_id = bos_nf_the_knights

		prerequisite = {
			focus = bos_nf_the_knights
		}

		completion_reward = {
			add_command_power = 25
			unlock_decision_tooltip = bos_underground_production_boost_decision
			add_tech_bonus = {
				name = bos_nf_engineers_of_war
				bonus = 1.0
				uses = 1
				category = cat_land_doctrine
			}
		}
	}
	focus = {
		id = bos_nf_room_to_grow
		icon = GFX_goal_generic_BOS_focus_surface_outposts
		cost = 15
		x = 1
		y = 1

		relative_position_id = bos_nf_engineers_of_peace

		prerequisite = {
			focus = bos_nf_engineers_of_peace
			focus = bos_nf_engineers_of_war
		}

		completion_reward = {
			unlock_decision_tooltip = bos_underground_dig_deeper_decision
			add_offsite_building = { type = industrial_complex level = 2 }
		}
	}
	focus = {
		id = bos_nf_empty_suits
		icon = GFX_goal_generic_BOS_focus_t45d_production
		cost = 30
		x = -5
		y = 2

		relative_position_id = bos_nf_the_knight_and_the_bear

		prerequisite = {
			focus = bos_nf_the_knight_and_the_bear
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_5
				amount = 125
				producer = USA
		}
		add_equipment_to_stockpile = { 
				type = power_armor_equipment_3
				amount = 250
				producer = USA
			}
	}
	}
	focus = {
		id = bos_nf_filled_with_purpose
		icon = GFX_goal_BOS_generic_infantry
		cost = 30
		x = -1
		y = 1

		relative_position_id = bos_nf_empty_suits

		prerequisite = {
			focus = bos_nf_empty_suits
		}

		completion_reward = {
			unlock_decision_tooltip = bos_underground_infantry_boost_decision
			unlock_decision_tooltip = bos_underground_training_boost_decision
			add_tech_bonus = {
				name = bos_nf_filled_with_purpose
				bonus = 1
				ahead_reduction = 2
				uses = 1
				category = power_armor_tech_category
			}
		}
	}
	focus = {
		id = bos_nf_forge_new_paladins
		icon = GFX_goal_bos_generic_t45_4
		cost = 15
		x = -1
		y = 1

		relative_position_id = bos_nf_the_paladins

		prerequisite = {
			focus = bos_nf_the_paladins
		}

		completion_reward = {
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 10
		}
	}


	focus = {
		id = bos_nf_lifting_the_expeditionary_ban
		icon = GFX_goal_bos_generic_tank
		cost = 15
		x = 2
		y = 0
		relative_position_id = bos_nf_forge_new_paladins
		prerequisite = {
			focus = bos_nf_the_paladins
		}

		completion_reward = {
			BOS = {
				set_rule = {
					can_send_volunteers = yes
				}
			}
			add_political_power = 25				   
		}
		ai_will_do = {
			base = 10
		}
	}

	focus = {
		id = bos_nf_the_scribes
		icon = GFX_goal_MOJ_scribal_thought
		cost = 7
		x = 3
		y = 1

		relative_position_id = bos_nf_the_paladins

		prerequisite = {
			focus = bos_nf_the_paladins
		}
		available = {
			always = no
		}
		completion_reward = {
			custom_effect_tooltip = scribes_unlock_tt
			hidden_effect = {
				country_event = nf_brotherhood_history.9
			}
			157 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = bos_scribes_teams
			unlock_decision_tooltip = bos_begin_rd
			hidden_effect = {
				set_variable = {
				var = bos_scribes_ready
				value = 1
				}
				set_variable = {
				var = bos_scribes_knowledge
				value = 0
				}
			}
		}
	}
	focus = {
		id = bos_nf_bringers_of_progress
		icon = GFX_goal_MOJ_help_the_needy
		cost = 15
		x = 1
		y = 1

		relative_position_id = bos_nf_the_scribes

		prerequisite = {
			focus = bos_nf_the_scribes
		}

		completion_reward = {
			add_command_power = 25
			unlock_decision_tooltip = bos_underground_pp_boost_decision
			add_tech_bonus = {
				name = bos_bringers_of_progress
				bonus = 0.75
				ahead_reduction = 1
				uses = 1
				category = industry_specialisation_category
			}
		}
	}
	focus = {
		id = bos_nf_keepers_of_knowledge
		icon = GFX_goal_moj_poseidon_relic_circuitry
		cost = 15
		x = -1
		y = 1

		relative_position_id = bos_nf_the_scribes

		prerequisite = {
			focus = bos_nf_the_scribes
		}

		completion_reward = {
			add_command_power = 25
			unlock_decision_tooltip = bos_underground_research_boost_decision
			set_temp_variable = {BOS_knowledge_gain = 4}
			bos_add_knowledge = yes
			add_tech_bonus = {
				name = bos_keepers_of_knowledge
				bonus = 0.75
				ahead_reduction = 1
				uses = 1
				category = electronics
			}
		}
		ai_will_do = {
			base = 1000
		}
	}
	focus = {
		id = bos_nf_new_developments
		icon = GFX_goal_BOS_generic_research
		cost = 15
		x = 1
		y = 1

		relative_position_id = bos_nf_keepers_of_knowledge

		prerequisite = {
			focus = bos_nf_keepers_of_knowledge
			focus = bos_nf_bringers_of_progress
		}

		completion_reward = {
			unlock_decision_tooltip = bos_underground_build_simulators_decision
			set_technology = {
				ncr_railway_construction = 1
			}
		}
	}
	focus = {
		id = bos_nf_memories_of_the_fallen
		icon = GFX_goal_generic_BOS_focus_t51b_production
		cost = 30
		x = 5
		y = 2

		relative_position_id = bos_nf_the_knight_and_the_bear

		prerequisite = {
			focus = bos_nf_the_knight_and_the_bear
		}

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_memories_of_the_fallen
				bonus = 0.3
				uses = 4
				category = cat_land_doctrine
				category = spec_force_doctrine_category
			}
			add_equipment_to_stockpile = {
				type = energy_equipment_2 
				amount = 500
				producer = USA
			}
		}
	}
	focus = {
		id = bos_nf_memories_of_heroes
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_plasma
		cost = 30
		x = 1
		y = 1

		relative_position_id = bos_nf_memories_of_the_fallen

		prerequisite = {
			focus = bos_nf_memories_of_the_fallen
		}

		completion_reward = {
			unlock_decision_tooltip = bos_underground_power_armour_boost_decision
			add_tech_bonus = {
				name = bos_nf_memories_of_heroes
				bonus = 0.75
				uses = 1
				category = infantry_tech_category
			}
		}
	}
	focus = {
		id = bos_nf_back_to_business
		icon = GFX_goal_BOS_tesla_cannon
		cost = 15
		x = 3
		y = 0
		prerequisite = {
			focus = bos_nf_forge_new_paladins
		}
		prerequisite = {
			focus = bos_nf_lifting_the_expeditionary_ban
		}
		relative_position_id = bos_nf_room_to_grow

		completion_reward = {
			add_research_slot = 1
			country_event = {
			id = nf_brotherhood_history.11
			add_political_power = 100
		}
			hidden_effect = {
				country_event = {
					id = nf_brotherhood_operations.1001
					days = 90
				}
			}
		}
		ai_will_do = {
			base = 10
		}
	}
	# focus = {
		# id = bos_nf_blueprints
		# icon = GFX_goal_BOS_generic_research
		# cost = 30
		# x = -40
		# y = 1
		# relative_position_id = bos_nf_back_to_business
		# prerequisite = {
			# focus = bos_nf_back_to_business
		# }
		# completion_reward = {
			# add_timed_idea = {
				# idea = losthillsdatabase
				# days = 365
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_techreallocation
		# icon = GFX_goal_generic_advanced_technology_focus
		# cost = 30
		# relative_position_id = bos_nf_blueprints
		# prerequisite = {
			# focus = bos_nf_blueprints
		# }
		# x = -2
		# y = 1
		# completion_reward = {
			# add_tech_bonus = {
				# name = bos_nf_techreallocation
				# bonus = 0.25
				# uses = 1
				# category = infantry_tech_category
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_simplified
		# icon = GFX_goal_generic_common_energy_weapons_focus
		# cost = 30
		# prerequisite = {
			# focus = bos_nf_techreallocation
		# }
		# mutually_exclusive = {
			# focus = bos_nf_oldworld
		# }
		# x = -1
		# y = 1
		# relative_position_id = bos_nf_techreallocation
		# completion_reward = {
			# capital_scope = {
				# add_resource = { type = energy amount = 4 }
				# add_resource = { type = circuitry amount = 6 }
			# }
			# swap_ideas = {
				# remove_idea = laserfocusfoundry
				# add_idea = bossimpledesigns
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_oldworld
		# icon = GFX_goal_generic_laser_rifle_1
		# cost = 30
		# prerequisite = {
			# focus = bos_nf_techreallocation
		# }
		# mutually_exclusive = {
			# focus = bos_nf_simplified
		# }
		# x = 1
		# y = 1
		# relative_position_id = bos_nf_techreallocation
		# completion_reward = {
			# swap_ideas = {
				# remove_idea = laserfocusfoundry
				# add_idea = bosoldworldfocuses
			# }
			# capital_scope = {
				# add_resource = { type = energy amount = 4 }
				# add_resource = { type = advanced amount = 3 }
			# }
			# swap_ideas = {
				# remove_idea = laserfocusfoundry
				# add_idea = bosoldworldfocuses
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_reactionchambers
		# icon = GFX_goal_generic_ruby_focus #GFX_goal_generic_occupy_start_war
		# cost = 30
		# x = 1
		# y = 1
		# relative_position_id = bos_nf_simplified
		# prerequisite = {
			# focus = bos_nf_blueprints
		# }
		# completion_reward = {
			# add_ideas =  laserfocusfoundry
		# }
	# }
	# focus = {
		# id = bos_nf_powerarmourdevelop
		# icon = GFX_goal_BOS_power_armor_generic #GFX_goal_generic_construction
		# cost = 30
		# prerequisite = {
			# focus = bos_nf_blueprints
		# }
		# x = 2
		# y = 1
		# relative_position_id = bos_nf_blueprints
		# completion_reward = {
			# add_tech_bonus = {
				# name = bos_nf_powerarmourdevelop
				# bonus = 0.75
				# uses = 1
				# category = power_armor_tech_category
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_superioralloys
		# icon = GFX_icon_steel #GFX_goal_generic_build_tank
		# cost = 30
		# prerequisite = {
			# focus = bos_nf_powerarmourdevelop
		# }
		# mutually_exclusive = {
			# focus = bos_nf_scraprefinement
		# }
		# x = -1
		# y = 1
		# relative_position_id = bos_nf_powerarmourdevelop
		# completion_reward = {
			# add_tech_bonus = {
				# name = bos_nf_superioralloys
				# bonus = 0.3
				# uses = 1
				# ahead_reduction = 2
				# category = industry
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_scraprefinement
		# icon = GFX_goal_generic_metal_focus #GFX_goal_anti_comintern_pact
		# cost = 30
		# prerequisite = {
			# focus = bos_nf_powerarmourdevelop
		# }
		# mutually_exclusive = {
			# focus = bos_nf_superioralloys
		# }
		# x = 1
		# y = 1
		# relative_position_id = bos_nf_powerarmourdevelop
		# completion_reward = {
			# add_tech_bonus = {
				# name = bos_nf_scraprefinement
				# bonus = 0.2
				# uses = 2
				# ahead_reduction = 0.5
				# category = industry
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_scribemaintenance
		# icon = GFX_goal_generic_what_is_plasma_anyway #GFX_goal_generic_military_sphere
		# cost = 30
		# prerequisite = {
			# focus = bos_nf_superioralloys
			# focus = bos_nf_scraprefinement
		# }
		# x = 1
		# y = 1
		# relative_position_id = bos_nf_superioralloys
		# completion_reward = {
			# add_ideas = scraprefinement
			# add_timed_idea = {
				# idea = maintenanceroutines
				# days = 365
			# }
		# }
	# }
	# focus = {
		# id = bos_nf_surge
		# icon = GFX_goal_generic_advanced_energy_weapons_focus
		# cost = 30
		# prerequisite = {
			# focus = bos_nf_reactionchambers
		# }
		# prerequisite = {
			# focus = bos_nf_scribemaintenance
		# }
		# x = 2
		# y = 1
		# relative_position_id = bos_nf_reactionchambers
		# completion_reward = {
			# add_tech_bonus = {
				# name = bos_nf_surge
				# bonus = 1.5
				# uses = 1
				# category = energy_weaponry_tech_category
			# }
		# }
	# }
	focus = {
		id = bos_nf_blueprints
		icon = GFX_goal_BOS_generic_research
		cost = 30
		x = -40
		y = 1
		relative_position_id = bos_nf_back_to_business
		prerequisite = {
			focus = bos_nf_back_to_business
		}
		completion_reward = {
			add_timed_idea = {
				idea = losthillsdatabase
				days = 365
			}
		}
	}

	focus = {
		id = bos_nf_reactionchambers
		icon = GFX_goal_generic_ruby_focus #GFX_goal_generic_occupy_start_war
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_blueprints
		prerequisite = {
			focus = bos_nf_blueprints
		}
		completion_reward = {
			add_ideas = laserfocusfoundry
			add_equipment_to_stockpile = {
				type = energy_equipment_3
				amount = 500
				producer = USA
			}
		}
	}

	focus = {
		id = bos_nf_simplified
		icon = GFX_goal_generic_common_energy_weapons_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_reactionchambers
		}
		mutually_exclusive = {
			focus = bos_nf_oldworld
		}
		x = -1
		y = 1
		relative_position_id = bos_nf_reactionchambers
		completion_reward = {
			capital_scope = {
				add_resource = { type = energy amount = 4 }
				add_resource = { type = circuitry amount = 6 }
			}
			swap_ideas = {
				remove_idea = laserfocusfoundry
				add_idea = bossimpledesigns
			}
		}
	}
	focus = {
		id = bos_nf_oldworld
		icon = GFX_goal_generic_laser_rifle_1
		cost = 30
		prerequisite = {
			focus = bos_nf_reactionchambers
		}
		mutually_exclusive = {
			focus = bos_nf_simplified
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_reactionchambers
		completion_reward = {
			capital_scope = {
				add_resource = { type = energy amount = 4 }
				add_resource = { type = advanced amount = 3 }
			}
			swap_ideas = {
				remove_idea = laserfocusfoundry
				add_idea = bosoldworldfocuses
			}
		}
	}
	focus = {
		id = bos_nf_techreallocation
		icon = GFX_goal_generic_advanced_technology_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_oldworld
			focus = bos_nf_simplified
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_simplified
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_techreallocation
				bonus = 0.35
				uses = 2
				category = infantry_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_scribemaintenance
		icon = GFX_goal_generic_what_is_plasma_anyway #GFX_goal_generic_military_sphere
		cost = 30
		prerequisite = {
			focus = bos_nf_blueprints
		}
		x = 2
		y = 1
		relative_position_id = bos_nf_blueprints
		completion_reward = {
			add_ideas =  maintenanceroutines
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 250
				producer = USA
			}
		}
	}

	focus = {
		id = bos_nf_superioralloys
		icon = GFX_icon_steel #GFX_goal_generic_build_tank
		cost = 30
		prerequisite = {
			focus = bos_nf_scribemaintenance
		}
		mutually_exclusive = {
			focus = bos_nf_scraprefinement
		}
		x = -1
		y = 1
		relative_position_id = bos_nf_scribemaintenance
		completion_reward = {
			swap_ideas = {
				remove_idea = maintenanceroutines
				add_idea = superioralloys
			}
		}
	}

	focus = {
		id = bos_nf_scraprefinement
		icon = GFX_goal_generic_metal_focus #GFX_goal_anti_comintern_pact
		cost = 30
		prerequisite = {
			focus = bos_nf_scribemaintenance
		}
		mutually_exclusive = {
			focus = bos_nf_superioralloys
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_scribemaintenance
		completion_reward = {
			swap_ideas = {
				remove_idea = maintenanceroutines
				add_idea = scraprefinement
			}
		}
	}
	focus = {
		id = bos_nf_powerarmourdevelop
		icon = GFX_goal_BOS_power_armor_generic #GFX_goal_generic_construction
		cost = 30
		prerequisite = {
			focus = bos_nf_superioralloys
			focus = bos_nf_scraprefinement
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_superioralloys
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_powerarmourdevelop
				bonus = 0.75
				uses = 1
				category = power_armor_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_surge
		icon = GFX_goal_generic_advanced_energy_weapons_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_techreallocation
		}
		prerequisite = {
			focus = bos_nf_powerarmourdevelop
		}
		x = 2
		y = 1
		relative_position_id = bos_nf_techreallocation
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_surge
				bonus = 1.5
				uses = 1
				category = energy_weaponry_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_brotherhood_r_n_d
		icon = GFX_goal_BOS_outsider_recruitment
		cost = 30
		x = 10
		y = 1
		relative_position_id = bos_nf_surge
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			army_experience = -20
			add_research_slot = 1
		}
	}
	focus = {
		id = bos_nf_weaponry_research
		icon = GFX_goal_generic_bb_gun
		cost = 30
		x = -10
		y = 1
		relative_position_id = bos_nf_brotherhood_r_n_d
		prerequisite = {
			focus = bos_nf_brotherhood_r_n_d
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_weaponry_research
				bonus = 0.25
				uses = 1
				category = infantry_tech_category
			}
			add_ideas = bos_nf_weaponry_research
		}
	}
	focus = {
		id = bos_nf_SIG_sauer_weaponry
		icon = GFX_goal_generic_pistol_deliverer
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_weaponry_research
		prerequisite = {
			focus = bos_nf_weaponry_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_weaponry_research
				bonus = 0.3
				uses = 1
				category = support_fireteam_tech_category
			}
			add_ideas = bos_nf_SIG_sauer_weaponry
		}
	}
	focus = {
		id = bos_nf_heckler_and_koch_weaponry
		icon = GFX_goal_generic_smg_12
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_weaponry_research
		prerequisite = {
			focus = bos_nf_weaponry_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_weaponry_research
				bonus = 0.3
				uses = 1
				category = support_fireteam_tech_category
			}
			add_ideas = bos_nf_heckler_and_koch_weaponry
		}
	}
	focus = {
		id = bos_nf_wattz_weaponry
		icon = GFX_goal_generic_laser_rifle_2
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_weaponry_research
		prerequisite = {
			focus = bos_nf_SIG_sauer_weaponry
		}
		prerequisite = {
			focus = bos_nf_heckler_and_koch_weaponry
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_weaponry_research
				bonus = 0.5
				uses = 1
				category = energy_weaponry_tech_category
			}
			add_ideas = bos_nf_wattz_weaponry
		}
	}
	focus = {
		id = bos_nf_vehicle_research
		icon = GFX_goal_generic_tires
		cost = 30
		x = -6
		y = 1
		relative_position_id = bos_nf_brotherhood_r_n_d
		prerequisite = {
			focus = bos_nf_brotherhood_r_n_d
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_vehicle_research
				bonus = 0.25
				uses = 1
				category = vehicle_tech_category
			}
			add_ideas = bos_nf_vehicle_research
		}
	}
	focus = {
		id = bos_nf_takoma_motors
		icon = GFX_icon_two_car_circle
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_vehicle_research
		prerequisite = {
			focus = bos_nf_vehicle_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_vehicle_research
				bonus = 0.3
				uses = 1
				category = vehicle_tech_category
			}
			add_ideas = bos_nf_takoma_motors
		}
	}
	focus = {
		id = bos_nf_n_h_and_m_vehicles #NH&M
		icon = GFX_icon_two_car_rectangle
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_vehicle_research
		prerequisite = {
			focus = bos_nf_vehicle_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_vehicle_research
				bonus = 0.3
				uses = 1
				category = vehicle_tech_category
			}
			add_ideas = bos_nf_n_h_and_m_vehicles
		}
	}
	focus = {
		id = bos_nf_chryslus_vehicles
		icon = GFX_icon_two_enginetech
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_takoma_motors
		prerequisite = {
			focus = bos_nf_takoma_motors
		}
		prerequisite = {
			focus = bos_nf_n_h_and_m_vehicles
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			set_technology = { vehicles_tech_level_scientific = 1 }
			add_ideas = bos_nf_chryslus_vehicles
		}
	}
	focus = {
		id = bos_nf_industry_research
		icon = GFX_goal_generic_thing_4
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_brotherhood_r_n_d
		prerequisite = {
			focus = bos_nf_brotherhood_r_n_d
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_industry_research
				bonus = 0.25
				uses = 1
				category = industry
			}
			add_ideas = bos_nf_industry_research
		}
	}
	focus = {
		id = bos_nf_dunwich_borers
		icon = GFX_goal_generic_tools
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_industry_research
		prerequisite = {
			focus = bos_nf_industry_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_industry_research
				bonus = 0.3
				uses = 1
				category = industry
			}
			add_ideas = bos_nf_dunwich_borers
		}
	}
	focus = {
		id = bos_nf_hornwright_industrial_mining_company
		icon = GFX_icon_steel
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_industry_research
		prerequisite = {
			focus = bos_nf_industry_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_industry_research
				bonus = 0.3
				uses = 1
				category = industry
			}
			add_ideas = bos_nf_hornwright_industrial_mining_company
		}
	}
	focus = {
		id = bos_nf_red_rocket
		icon = GFX_goal_generic_fuel_focus
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_dunwich_borers
		prerequisite = {
			focus = bos_nf_dunwich_borers
		}
		prerequisite = {
			focus = bos_nf_hornwright_industrial_mining_company
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_industry_research
				bonus = 0.5
				uses = 1
				category = industry
			}
			add_ideas = bos_nf_red_rocket
		}
	}
	focus = {
		id = bos_nf_air_research
		icon = GFX_goal_generic_thing_3
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_brotherhood_r_n_d
		prerequisite = {
			focus = bos_nf_brotherhood_r_n_d
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			set_technology = { air_tech_level_tribal = 1 }
			add_ideas = bos_nf_air_research
		}
	}
	focus = {
		id = bos_nf_lockreed
		icon = GFX_goal_generic_vehicle_plane
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_air_research
		prerequisite = {
			focus = bos_nf_air_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_air_research
				bonus = 0.3
				uses = 1
				category = air_tech_category
			}
			add_ideas = bos_nf_lockreed
		}
	}
	focus = {
		id = bos_nf_ball_aerospace
		icon = GFX_goal_generic_mr_tiddles
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_air_research
		prerequisite = {
			focus = bos_nf_air_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_air_research
				bonus = 0.3
				uses = 1
				category = air_tech_category
			}
			add_ideas = bos_nf_ball_aerospace
		}
	}
	focus = {
		id = bos_nf_repconn
		icon = GFX_goal_BOS_repconn_hq
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_lockreed
		prerequisite = {
			focus = bos_nf_lockreed
		}
		prerequisite = {
			focus = bos_nf_ball_aerospace
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			set_technology = { air_tech_level_settler = 1 }
			add_ideas = bos_nf_repconn
		}
	}
	focus = {
		id = bos_nf_robotics_research
		icon = GFX_goal_generic_transmitter_2
		cost = 30
		x = 6
		y = 1
		relative_position_id = bos_nf_brotherhood_r_n_d
		prerequisite = {
			focus = bos_nf_brotherhood_r_n_d
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = robotics_tech_category
				bonus = 0.25
				uses = 1
				category = robotics_tech_category
			}
			add_ideas = bos_nf_robotics_research
		}
	}
	focus = {
		id = bos_nf_cerulean_robotics
		icon = GFX_goal_generic_protectron_conceptart_default
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_robotics_research
		prerequisite = {
			focus = bos_nf_robotics_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = robotics_tech_category
				bonus = 0.3
				uses = 1
				category = robotics_tech_category
			}
			add_ideas = bos_nf_cerulean_robotics
		}
	}
	focus = {
		id = bos_nf_robco
		icon = GFX_goal_enc_robco_reborn
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_robotics_research
		prerequisite = {
			focus = bos_nf_robotics_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			add_tech_bonus = {
				name = robotics_tech_category
				bonus = 0.3
				uses = 1
				category = robotics_tech_category
			}
			add_ideas = bos_nf_robco
		}
	}
	focus = {
		id = bos_nf_acme
		icon = GFX_goal_generic_humanoid_robots
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_cerulean_robotics
		prerequisite = {
			focus = bos_nf_cerulean_robotics
		}
		prerequisite = {
			focus = bos_nf_robco
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			set_technology = { robotics_tech_level_scientific = 1 }
			add_ideas = bos_nf_acme
		}
	}
	focus = {
		id = bos_nf_theoretical_research
		icon = GFX_goal_generic_transmitter_1
		cost = 30
		x = 10
		y = 1
		relative_position_id = bos_nf_brotherhood_r_n_d
		prerequisite = {
			focus = bos_nf_brotherhood_r_n_d
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			army_experience = 5
			add_ideas = bos_nf_theoretical_research
		}
	}
	focus = {
		id = bos_nf_future_tec
		icon = GFX_goal_ENC_geck
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_theoretical_research
		prerequisite = {
			focus = bos_nf_theoretical_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			set_technology = {
				exploitation_tech_level_scientific = 1
			}
			army_experience = 10
			add_ideas = bos_nf_future_tec
		}
	}
	focus = {
		id = bos_nf_greenway_hydroponics
		icon = GFX_goal_TTM_Greenway_Hydroponics
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_theoretical_research
		prerequisite = {
			focus = bos_nf_theoretical_research
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			army_experience = 10
			add_ideas = bos_nf_greenway_hydroponics
		}
	}
	focus = {
		id = bos_nf_virtual_strategic_solutions
		icon = GFX_goal_generic_terminal_1
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_future_tec
		prerequisite = {
			focus = bos_nf_future_tec
		}
		prerequisite = {
			focus = bos_nf_greenway_hydroponics
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_do_this_via_decisions
				always = no
			}
		}
		completion_reward = {
			set_technology = {
				electronics_tech_level_scientific = 1
			}
			army_experience = 15
			add_ideas = bos_nf_virtual_strategic_solutions
		}
	}
	focus = {
		id = bos_nf_wmd_research
		icon = GFX_goal_bos_fatman
		cost = 30
		x = 15
		y = 1
		relative_position_id = bos_nf_brotherhood_r_n_d
		prerequisite = {
			focus = bos_nf_brotherhood_r_n_d
		}

		completion_reward = {
			add_war_support = 0.05
			add_political_power = 25			   
		}
	}
	focus = {
		id = bos_nf_mininuke_preperation
		icon = GFX_goal_bos_mini_nuke
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_wmd_research
		prerequisite = {
			focus = bos_nf_wmd_research
		}

		completion_reward = {
			army_experience = 10		   
			add_tech_bonus = {
				name = bos_nf_mininuke_preperation
				bonus = 0.3
				uses = 1
				category = support_tech_category
			}
		}
	}
	focus = {
		id = bos_nf_uranium_stockpiling
		icon = GFX_goal_bos_uranium_stockpiling
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_mininuke_preperation
		prerequisite = {
			focus = bos_nf_mininuke_preperation
		}

		completion_reward = {
			army_experience = 10
			capital_scope = {
				add_resource = { type = energy amount = 6 }
			}
		}
	}
	focus = {
		id = bos_nf_shells_and_cells
		icon = GFX_goal_bos_plasma_cell
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_mininuke_preperation
		prerequisite = {
			focus = bos_nf_mininuke_preperation
			focus = bos_nf_plasma_preperation
		}
		completion_reward = {
			army_experience = 25
			capital_scope = {
				add_resource = { type = metal amount = 4 }
				add_resource = { type = composites amount = 4 }
			}
		}
	}
	focus = {
		id = bos_nf_mininuke_mass_production
		icon = GFX_goal_bos_fat_men
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_uranium_stockpiling
		prerequisite = {
			focus = bos_nf_uranium_stockpiling
		}
		prerequisite = {
			focus = bos_nf_shells_and_cells
		}
		available = {
			has_army_experience > 150
		}

		completion_reward = {
			army_experience = -150
			set_technology = { mininuke_unlock_tech = 1 }
		}
	}

	focus = {
		id = bos_nf_plasma_preperation
		icon = GFX_goal_bos_plasma_cart
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_wmd_research
		prerequisite = {
			focus = bos_nf_wmd_research
		}

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_plasma_preperation
				bonus = 0.3
				uses = 1
				category = infantry_tech_category
			}
		}
	}
	focus = {
		id = bos_nf_plasma_core_stockpiling
		icon = GFX_goal_bos_plasma_core
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_plasma_preperation
		prerequisite = {
			focus = bos_nf_plasma_preperation
		}

		completion_reward = {
			army_experience = 10
			capital_scope = {
				add_resource = { type = advanced amount = 6 }
			}
		}
	}
	# focus = {
		# id = bos_nf_microfusion_cell_stockpiling
		# icon = GFX_goal_generic_grenade_plasma
		# cost = 30
		# x = 1
		# y = 1
		# relative_position_id = bos_nf_plasma_preperation
		# prerequisite = {
			# focus = bos_nf_plasma_preperation
		# }

		# completion_reward = {
			# army_experience = 10
			# capital_scope = {
				# add_resource = { type = composites amount = 6 }
			# }
		# }
	# }

	focus = {
		id = bos_nf_plasma_mass_production
		icon = GFX_goal_bos_plasma_caster
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_plasma_core_stockpiling
		prerequisite = {
			focus = bos_nf_plasma_core_stockpiling
		}
		prerequisite = {
			focus = bos_nf_shells_and_cells
		}
		available = {
			has_army_experience > 150
		}
		completion_reward = {
			army_experience = -150
			set_technology = { plasma_unlock_tech = 1 }
			add_equipment_to_stockpile = {
				type = plasma_equipment_1
				amount = 150
				producer = USA
			}
		}
	}
	focus = {
		id = bos_nf_destruction_device_repurposement
		icon = GFX_goal_bos_nuke_repurposing
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_mininuke_mass_production
		prerequisite = {
			focus = bos_nf_mininuke_mass_production
		}
		prerequisite = {
			focus = bos_nf_plasma_mass_production
		}
		available = {
			has_army_experience > 100
		}
		bypass = {
			has_completed_focus = bos_nf_preparing_contingency_plans
		}

		completion_reward = {
			set_variable = {
				bos_lost_hills_self_destruct_device = 0
			}
			army_experience = -100
			custom_effect_tooltip = bos_nf_destruction_device_repurposement_tt
			custom_effect_tooltip = bos_nf_impact_downfall_tt
			hidden_effect = {
				add_nuclear_bombs = 1
			}
			set_temp_variable = { BOS_tension_to_add = 30 }
			bos_change_tension = yes
		}
	}
	focus = {
		id = bos_nf_expeditionary_technology
		icon = GFX_goal_bos_generic_radiation_suit
		cost = 30
		x = 10
		y = 1
		relative_position_id = bos_nf_wattz_weaponry
		prerequisite = {
			focus = bos_nf_wattz_weaponry
			focus = bos_nf_chryslus_vehicles
			focus = bos_nf_red_rocket
			focus = bos_nf_repconn
			focus = bos_nf_acme
			focus = bos_nf_virtual_strategic_solutions
		}

		available = {
			has_army_experience > 100
			count_triggers = {
				amount = 2
				has_completed_focus = bos_nf_wattz_weaponry
				has_completed_focus = bos_nf_chryslus_vehicles
				has_completed_focus = bos_nf_red_rocket
				has_completed_focus = bos_nf_repconn
				has_completed_focus = bos_nf_acme
				has_completed_focus = bos_nf_virtual_strategic_solutions
			}
		}
		completion_reward = {
			army_experience = -100
			add_research_slot = 1
			custom_effect_tooltip = bos_scribes_teams
			hidden_effect = {
				add_to_variable = {
				var = bos_scribes_ready
				value = 1
				}
			}
		}
	}

	focus = {
		id = bos_nf_p1s_weather_organ
		icon = GFX_goal_WBH_within_the_blizzard
		cost = 30
		x = -5
		y = 1
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		available = {
			WBH = { all_core_land_owned_by_prev_sphere = yes }
			TCA = { all_core_land_owned_by_prev_sphere = yes }
		}

		completion_reward = {
			add_ideas = genericboswashingtonp1
		}
	}
	focus = {
		id = bos_nf_mxc_warden_protocol
		icon = GFX_goal_ORO_Agricola
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		available = {
			OR = {
				owns_state = 525
				MXC = {
					num_of_controlled_states > 10
				}
			}
			MXC = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			set_technology = { robot_scurry_tech = 1 }
		}
	}
	focus = {
		id = bos_nf_moj_holorifles
		icon = GFX_goal_big_mt_holorifle
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		available = {
			MOJ = {
				has_idea = mojave_holorifles
				all_core_land_owned_by_prev_sphere = yes
			}
		}

		completion_reward = {
			add_ideas = mojave_holorifles
		}
	}
	focus = {
		id = bos_nf_shi_greenway_evergrowth
		icon = GFX_goal_TTM_Nursery
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		available = {
			SHI = {
				#has_tech = plant_support_tech ##SHI has no access to this tech.
				if = {
					limit = {
						exists = yes
					}
					has_country_flag = san_francisco_chapter_established
				}
				all_core_land_owned_by_prev_sphere = yes
			}
		}
		completion_reward = {
			set_technology = { plant_support_tech = 1 }
		}
	}
	focus = {
		id = bos_nf_android_exoskin
		icon = GFX_goal_chr_serpent_scales
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		available = {
			GRD = {
				has_tech = exoskin_armoured_special_forces
				all_core_land_owned_by_prev_sphere = yes
			}
		}

		completion_reward = {
			set_technology = { exoskin_armoured_special_forces = 1 }
		}
	}
	focus = {
		id = bos_nf_mch_steam_cores
		icon = GFX_goal_NEW_bio_med_gel_experiments
		cost = 30
		x = 5
		y = 1
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		available = {
			MNC = {
				has_idea = hea_steam_powered_weapons
				all_core_land_owned_by_prev_sphere = yes
			}
		}

		completion_reward = {
			add_ideas = hea_steam_powered_weapons
		}
	}
	focus = {
		id = bos_nf_ach_sentinel_suits
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_plasma
		cost = 30
		x = -4
		y = 2
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		available = {
			ACH = {
				is_in_faction_with = BOS
				has_tech = sentinel_unit_tech
			}
		}
		completion_reward = {
			set_technology = { sentinel_unit_tech = 1 }
		}
	}
	focus = {
		id = bos_nf_bmw_ach_acme_behemoth_schematics
		icon = GFX_goal_generic_humanoid_robots
		cost = 30
		x = -2
		y = 2
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}
		#When we add in Acme Behemoths and the Midwest to the map, we can give this focus a effect.
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_bgf_dreamwater
		icon = GFX_goal_bos_generic_aqua_pura
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}

		#When we add in the Gulf Brotherhood and Dreamwater, we can add in this effect.
		available = {
			OR = {
				AND = {
					bos_fod_is_enabled = yes 
					BGF = {
					has_idea = bgf_brotherhood_dreamwater
					}
				}
				bos_fod_is_enabled = no
			}
		
		}

		completion_reward = {
			add_ideas = bgf_brotherhood_dreamwater
		}
	}
	focus = {
		id = bos_nf_bap_ultracite_stockpiles
		icon = GFX_goal_ORO_Ultracite
		cost = 30
		x = 2
		y = 2
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}

		#When we add in Appalachia we can add in this effect.
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_bls_synthetic_life
		icon = GFX_goal_bos_generic_institute_gen_2_synths
		cost = 30
		x = 4
		y = 2
		relative_position_id = bos_nf_expeditionary_technology
		prerequisite = {
			focus = bos_nf_expeditionary_technology
		}

		#East Coast when?
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_new_expeditions
		icon = GFX_goal_bos_generic_hummer
		cost = 30
		x = -30
		y = 1
		relative_position_id = bos_nf_back_to_business
		prerequisite = {
			focus = bos_nf_back_to_business
		}
		available = {
		}
		completion_reward = {
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
			custom_effect_tooltip = bos_expeditions_explanation
			unlock_decision_tooltip = bos_help_moj
			unlock_decision_tooltip = bos_help_mxc
			unlock_decision_tooltip = bos_get_more_vertibirds
			unlock_decision_tooltip = bos_get_plasma_rifles
			add_political_power = 50
		}
	}

	focus = {
		id = bos_nf_the_village
		icon = GFX_goal_generic_food_focus
		cost = 30
		x = -4
		y = 1
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_new_expeditions
		}
		available = {
			BOS_has_1_available_paladins = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.1
		}
	}

	focus = {
		id = bos_nf_the_glow
		icon = GFX_goal_fev_pool
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_new_expeditions
		}
		available = {
			BOS_has_1_available_paladins = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.2
		}
	}

	focus = {
		id = bos_nf_vault_17
		icon = GFX_goal_generic_helm_mutant_alt
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_new_expeditions
		}
		available = {
			BOS_has_1_available_paladins = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.3
		}
	}

	focus = {
		id = bos_nf_ghost_farm
		icon = GFX_goal_generic_slums_focus
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_new_expeditions
		}
		available = {
			BOS_has_1_available_paladins = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.4
		}
	}

	focus = {
		id = bos_nf_ruins_of_broken_hills
		icon = GFX_goal_generic_helm_mutant
		cost = 30
		x = 4
		y = 1
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_new_expeditions
		}
		available = {
			BOS_has_1_available_paladins = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.5
		}
	}

	focus = {
		id = bos_nf_irvine
		icon = GFX_goal_generic_nice_car
		cost = 30
		x = -3
		y = 2
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_the_village
		}
		prerequisite = {
			focus = bos_nf_the_glow
		}
		prerequisite = {
			focus = bos_nf_vault_17
		}
		prerequisite = {
			focus = bos_nf_ghost_farm
		}
		prerequisite = {
			focus = bos_nf_ruins_of_broken_hills
		}
		available = {
			BOS_has_2_available_paladins = yes
			bos_has_scribe_teams = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.6
		}
	}
	focus = {
		id = bos_nf_cease_and_desist_isotope_chapter
		icon = GFX_goal_NEW_isotope_chapter
		cost = 15
		x = -6
		y = 0
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_back_to_business
		}
		available = {
			NEW = {
				exists = yes
				has_completed_focus = new_thradd
			}
		}

		completion_reward = {
			army_experience = 15
			NEW = {
				country_event = nf_brotherhood_communications.4
			}
		}
	}
	focus = {
		id = bos_nf_golgotha
		icon = GFX_goal_generic_skull
		cost = 30
		x = -1
		y = 2
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_the_village
		}
		prerequisite = {
			focus = bos_nf_the_glow
		}
		prerequisite = {
			focus = bos_nf_vault_17
		}
		prerequisite = {
			focus = bos_nf_ghost_farm
		}
		prerequisite = {
			focus = bos_nf_ruins_of_broken_hills
		}
		available = {
			BOS_has_1_available_paladins = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.7
		}
	}

	focus = {
		id = bos_nf_toxic_caves
		icon = GFX_goal_generic_the_dipping
		cost = 30
		x = 1
		y = 2
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_the_village
		}
		prerequisite = {
			focus = bos_nf_the_glow
		}
		prerequisite = {
			focus = bos_nf_vault_17
		}
		prerequisite = {
			focus = bos_nf_ghost_farm
		}
		prerequisite = {
			focus = bos_nf_ruins_of_broken_hills
		}
		available = {
			BOS_has_1_available_paladins = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.8
		}
	}

	focus = {
		id = bos_nf_vault_11
		icon = GFX_goal_generic_recruitment_focus
		cost = 30
		x = 3
		y = 2
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_the_village
		}
		prerequisite = {
			focus = bos_nf_the_glow
		}
		prerequisite = {
			focus = bos_nf_vault_17
		}
		prerequisite = {
			focus = bos_nf_ghost_farm
		}
		prerequisite = {
			focus = bos_nf_ruins_of_broken_hills
		}
		available = {
			BOS_has_2_available_paladins = yes
			bos_has_scribe_teams = yes
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.9
		}
	}
	focus = {
		id = bos_nf_support_the_nevada_free_states
		icon = GFX_goal_generic_free_states
		cost = 15
		x = 6
		y = 0
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_back_to_business
		}
		available = {
			SLA = {
				exists = yes
				is_subject = no
				NOT = { has_war_with = BOS }
				has_completed_focus = SLA_a_look_back_and_step_forward
			}
			has_completed_focus = bos_nf_long_range_communications_taggerdys_expedition
		}

		completion_reward = {
			SLA = {
				country_event = nf_brotherhood_communications.3
			}
		}
	}
	focus = {
		id = bos_nf_hawaii
		icon = GFX_goal_generic_wooden_ship
		cost = 30
		x = -2
		y = 3
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_irvine
		}
		prerequisite = {
			focus = bos_nf_golgotha
		}
		prerequisite = {
			focus = bos_nf_toxic_caves
		}
		prerequisite = {
			focus = bos_nf_vault_11
		}
		available = {
			BOS_has_1_available_paladins = yes
			bos_has_scribe_teams = yes
			has_tech = naval_tech_level_settler
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.10
		}
	}
	focus = {
		id = bos_nf_anchorage
		icon = GFX_goal_VEG_Vegas_Prime
		cost = 30
		x = 0
		y = 3
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_irvine
		}
		prerequisite = {
			focus = bos_nf_golgotha
		}
		prerequisite = {
			focus = bos_nf_toxic_caves
		}
		prerequisite = {
			focus = bos_nf_vault_11
		}
		available = {
			BOS_has_2_available_paladins = yes
			bos_has_scribe_teams = yes
			has_tech = naval_tech_level_settler
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.11
		}
	}
	focus = {
		id = bos_nf_japan
		icon = GFX_goal_pal_yakuza
		cost = 30
		x = 2
		y = 3
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_irvine
		}
		prerequisite = {
			focus = bos_nf_golgotha
		}
		prerequisite = {
			focus = bos_nf_toxic_caves
		}
		prerequisite = {
			focus = bos_nf_vault_11
		}
		available = {
			BOS_has_2_available_paladins = yes
			bos_has_scribe_teams = yes
			has_tech = naval_tech_level_settler
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.12
		}
	}
	focus = {
		id = bos_nf_china
		icon = GFX_goal_generic_chinese_propaganda_1
		cost = 30
		x = 0
		y = 4
		relative_position_id = bos_nf_new_expeditions
		prerequisite = {
			focus = bos_nf_hawaii
		}
		prerequisite = {
			focus = bos_nf_anchorage
		}
		prerequisite = {
			focus = bos_nf_japan
		}
		available = {
			BOS_has_2_available_paladins = yes
			bos_has_scribe_teams = yes
			has_tech = naval_tech_level_scientific
		}

		completion_reward = {
			country_event = nf_brotherhood_expeditions.13
		}
	}

	focus = {
		id = bos_nf_learning_from_the_ncr_bos_war
		icon = GFX_goal_bos_pa_4
		cost = 30
		x = -18
		y = 1
		relative_position_id = bos_nf_back_to_business
		prerequisite = {
			focus = bos_nf_back_to_business
		}

		completion_reward = {
			add_war_support = 0.15
			add_political_power = 50
		}
	}
	focus = {
		id = bos_nf_sentinels 
		icon = GFX_goal_bos_sentinels
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_power_armor_expertise
		prerequisite = { 
			focus = bos_paladin_promotions
		}
		prerequisite = {
			focus = bos_power_armor_expertise
		}
		completion_reward = { 
			country_event = {
				id = nf_brotherhood_history.12
			}
		}
	}

	focus = {
		id = bos_nf_the_eastern_cities
		icon = GFX_goal_bos_generic_solders_pride
		cost = 30
		x = 4
		y = 1
		relative_position_id = bos_nf_learning_from_the_ncr_bos_war
		prerequisite = {
			focus = bos_nf_learning_from_the_ncr_bos_war
		}

		completion_reward = {
			add_political_power = 100
		}
	}

	focus = {
		id = bos_nf_necropolis_recruitment
		icon = GFX_goal_ghoul_head
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_the_eastern_cities
		}
		available = {
			has_political_power > 100
		}
		completion_reward = {
			add_political_power = -100
			70 = {
				add_claim_by = BOS	  
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_command_power = 20			 
		}
	}

	focus = {
		id = bos_nf_greenville_recruitment
		icon = GFX_KHA_focus_town_slums
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_the_eastern_cities
		}
		available = {
			has_political_power > 100
		}
		completion_reward = {
			add_political_power = -100
			360 = {
				add_claim_by = BOS	  
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_command_power = 20			 
		}
	}
	focus = {
		id = bos_nf_santa_maria_recruitment
		icon = GFX_goal_generic_harbours_focus
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_the_eastern_cities
		}
		available = {
			has_political_power > 100
		}
		completion_reward = {
			add_political_power = -100
			64 = {
				add_claim_by = BOS	  
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_command_power = 20			 
		}
	}
	focus = {
		id = bos_nf_santa_barbara_recruitment
		icon = GFX_goal_MOJ_gun_runner_caravan_raids
		cost = 30
		x = -1
		y = 2
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_necropolis_recruitment
		}
		prerequisite = {
			focus = bos_nf_greenville_recruitment
		}
		prerequisite = {
			focus = bos_nf_santa_maria_recruitment
		}
		available = {
			has_political_power > 100
		}
		completion_reward = {
			add_political_power = -100
			258 = {
				add_claim_by = BOS	  
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_command_power = 20			 
		}
	}
	focus = {
		id = bos_nf_maxson_recruitment
		icon = GFX_goal_MOJ_ncr_negotiations
		cost = 30
		x = 1
		y = 2
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_necropolis_recruitment
		}
		prerequisite = {
			focus = bos_nf_greenville_recruitment
		}
		prerequisite = {
			focus = bos_nf_santa_maria_recruitment
		}
		available = {
			has_political_power > 100
		}
		completion_reward = {
			add_political_power = -100
			245 = {
				add_claim_by = BOS	  
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_command_power = 20			 
		}
	}
	focus = {
		id = bos_nf_arming_the_recruits
		icon = GFX_goal_bos_elite_recruits
		cost = 30
		x = 0
		y = 3
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_santa_barbara_recruitment
		}
		prerequisite = {
			focus = bos_nf_maxson_recruitment
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_3
				amount = 750
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 75
				producer = USA
			}						 							  			   				 	
		}
	}
	focus = {
		id = bos_nf_take_in_necropolis_remnants
		icon = GFX_goal_MOJ_help_the_needy
		cost = 30
		x = -2
		y = 3
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_santa_barbara_recruitment
		}
		prerequisite = {
			focus = bos_nf_maxson_recruitment
		}
		available = {
			NCR = {
				owns_state = 70
				#has_completed_focus = ncr_eliminate_ghoul_threat
			}
		}
		completion_reward = {
			set_temp_variable = { refugees_to_add = 7500 }
			exodus_add_refugees = yes
			add_popularity = {
				ideology = ruler
				popularity = 0.075
			}
		}
	}
	focus = {
		id = bos_nf_side_with_angry_maxson_traders
		icon = GFX_goal_MOJ_ncr_trade
		cost = 30
		x = 2
		y = 3
		relative_position_id = bos_nf_the_eastern_cities
		prerequisite = {
			focus = bos_nf_santa_barbara_recruitment
		}
		prerequisite = {
			focus = bos_nf_maxson_recruitment
		}
		available = {
			NCR = {
				owns_state = 245
				has_completed_focus = ncr_van_graff
			}
		}
		completion_reward = {
			set_temp_variable = { caps_to_add = 75 }
			add_caps = yes
			add_political_power = 75			   
		}
	}

	focus = {
		id = bos_nf_preparing_for_the_ceasefires_end
		icon = GFX_goal_bos_generic_ncr_ranger
		cost = 30
		x = 0
		y = 16
		relative_position_id = bos_nf_back_to_business
		available = {
			has_completed_focus = bos_nf_back_to_business
			NOT = {is_ally_with = NCR}
			OR = {
				has_government = intellectuals
				AND = {
					##as part of giving the Reformers a fleshed out non-steel-rangers presence, they must be able to do this, which make the whole has_government check redundant.
					has_completed_focus = bos_nf_arming_the_recruits
					has_completed_focus = bos_nf_bunker_atascadero
					has_completed_focus = bos_nf_bunker_morro
					has_completed_focus = bos_nf_bunker_salinas
					has_completed_focus = bos_nf_bunker_monterey
				}
			}
		}
		bypass = {
			OR = { NOT = { country_exists = NCR }
			has_war_with = NCR
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 5 }
			bos_change_tension = yes
			unlock_decision_tooltip = increase_tension
			set_temp_variable = { BOS_maximum_admin_centers_allowed_to_add = 1 }
			bos_add_administration_center_max = yes								  
		}
	}
	focus = {
		id = bos_nf_the_manpower_problem
		icon = GFX_goal_bos_generic_t45_1
		cost = 30
		x = -4
		y = 1
		relative_position_id = bos_nf_preparing_for_the_ceasefires_end
		prerequisite = {
			focus = bos_nf_preparing_for_the_ceasefires_end
		}
		available = {
			has_completed_focus = bos_nf_commitment_to_purity
			has_completed_focus = bos_nf_preparing_for_the_ceasefires_end
		}
		completion_reward = {
			add_ideas = bos_our_advantage
		}
	}
	focus = {
		id = bos_nf_the_robot_solution
		icon = GFX_goal_BOS_war_machines
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_the_manpower_problem
		prerequisite = {
			focus = bos_nf_the_manpower_problem
		}
		available = {
			has_completed_focus = bos_nf_acme
		}
		completion_reward = {
			add_ideas = bos_robotic_occupation
		}
	}
	focus = {
		id = bos_nf_a_chance_opportunity
		icon = GFX_goal_bos_kill_ranger
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_preparing_for_the_ceasefires_end
		prerequisite = {
			focus = bos_nf_preparing_for_the_ceasefires_end
		}
		mutually_exclusive = {
			focus = bos_nf_a_guarantee_of_safety_for_maxson
		}
		available = {
			OR = {
				AND = {
					custom_trigger_tooltip = {
						tooltip = bos_nf_a_chance_maxson_risen_up
						always = yes
					}
					BON = {
						has_war = yes
						owns_state = 245
					}
				}
				AND = {
					custom_trigger_tooltip = {
						tooltip = bos_nf_a_chance_shady_sands_lost
						always = yes
					}
					NCR = {
						has_war = yes
						owns_state = 253
						NOT = { controls_state = 253 }
					}
				}
				AND = {
					custom_trigger_tooltip = {
						tooltip = bos_nf_a_chance_upstart_big
						always = yes
					}
					OR = {
						DES = {
							owns_state = 253
						}
						ARR = {
							owns_state = 253
						}
						RAP = {
							owns_state = 253
						}
						BVC = {
							owns_state = 253
						}
						BLP = {
							owns_state = 253
						}
						MOS = {
							owns_state = 253
						}
						#ERB support :^)
						hidden_trigger = {
							253 = {
								OWNER = {
									has_country_flag = enclave_nation
								}
							}
						}
						SHI = {
							owns_state = 253
						}
						NEW = {
							owns_state = 253
						}
					}
				}
			}
		}
		bypass = {
			OR = {NOT = { country_exists = NCR }
			has_war_with = NCR	
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 100 }
			bos_change_tension = yes
			hidden_effect = {
				BOS = {
					for_each_scope_loop = {
						array = bos_bunker_array
						if = {
							limit = {
								always = yes
							}
							set_demilitarized_zone = yes
						}
					}
				}
			}
		}
	}

	focus = {
		id = bos_nf_a_guarantee_of_safety_for_maxson
		icon = GFX_goal_MOJ_ncr_pact
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_preparing_for_the_ceasefires_end
		prerequisite = {
			focus = bos_nf_preparing_for_the_ceasefires_end
		}
		mutually_exclusive = {
			focus = bos_nf_a_chance_opportunity
		}
		bypass = {
			NOT = { country_exists = NCR }
		}
		completion_reward = {
			custom_effect_tooltip = bos_nf_a_guarantee_of_safety_for_maxson_tt
			set_temp_variable = { BOS_tension_to_add = -40 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = -60 }
				bos_change_tension = yes
			}
		}
	}
	
	focus = {
		id = bos_nf_the_right_war_at_the_right_time
		icon = GFX_goal_bos_generic_t60_1
		cost = 30
		x = 5
		y = 1
		relative_position_id = bos_nf_preparing_for_the_ceasefires_end
		prerequisite = {
			focus = bos_nf_preparing_for_the_ceasefires_end
		}
		bypass = {
			NOT = { country_exists = NCR }
		}
		available = {
			OR = {
				AND = {
					date > 2277.1.1
					has_government = intellectuals
				}
				AND = {
					date > 2280.1.1
					has_government = elites
				}
				AND = {
					date > 2282.1.1
					OR = {
						has_government = ruler
						has_government = people
					}
				}
			}
		}
		completion_reward = {
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 5 }
				bos_change_tension = yes
			}
			set_temp_variable = { BOS_tension_to_add = 10 }
			bos_change_tension = yes
			add_war_support = 0.025			  
			add_command_power = 25			 
		}
	}
	focus = {
		id = bos_nf_what_were_they_for
		icon = GFX_goal_BOS_victory_or_death
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_the_right_war_at_the_right_time
		prerequisite = {
			focus = bos_nf_the_right_war_at_the_right_time
		}
		available = {
			OR = {
				has_tech = vertibird_unlock_tech
				has_tech = cargo_plane_tech_2
			}
			has_deployed_air_force_size = {
				size > 99
			}
		}
		completion_reward = {
			custom_effect_tooltip = bos_all_to_war_tt
			effect_tooltip = {
				add_ideas = {bos_lost_hills_volunteers}
			}
			set_temp_variable = { BOS_tension_to_add = 20 }
			bos_change_tension = yes
		}
	}
	focus = {
		id = bos_nf_warning_maxsons_settlers
		icon = GFX_goal_bos_generic_apc_1
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_the_right_war_at_the_right_time
		prerequisite = {
			focus = bos_nf_the_right_war_at_the_right_time
		}
		bypass = {
			NOT = { country_exists = NCR }
		}
		completion_reward = {
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 10 }
				bos_change_tension = yes
			}
			set_temp_variable = { BOS_tension_to_add = 20 }
			bos_change_tension = yes
			add_political_power = 100			   
		}
	}
	focus = {
		id = bos_nf_building_up_a_stockpile
		icon = GFX_goal_bos_generic_apc_2
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_the_manpower_problem
		prerequisite = {
			focus = bos_nf_the_manpower_problem
		}	
		bypass = {
			NOT = { country_exists = NCR }
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_3
				amount = 1000
				producer = USA
			}
			set_temp_variable = { BOS_tension_to_add = 20 }
			bos_change_tension = yes
		}
	}

	focus = {
		id = bos_nf_preparing_contingency_plans
		icon = GFX_goal_generic_nuke
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_warning_maxsons_settlers
		prerequisite = {
			focus = bos_nf_warning_maxsons_settlers
			focus = bos_nf_what_were_they_for
		}
		bypass = {
			OR = {
				has_completed_focus = bos_nf_destruction_device_repurposement
				NOT = { country_exists = NCR }
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 30 }
			bos_change_tension = yes

			set_variable = {
				bos_lost_hills_self_destruct_device = 2
			}
			custom_effect_tooltip = bos_nf_preparing_contingency_plans_tt
			custom_effect_tooltip = bos_nf_impact_downfall_tt
			hidden_effect = {
				BOS = {
					for_each_scope_loop = {
						array = bos_bunker_array
						if = {
							limit = {
								always = yes
							}
							set_demilitarized_zone = yes
						}
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_taking_back_california
		icon = GFX_goal_bos_brotherhood_conflict
		cost = 30
		x = -6
		y = 2
		relative_position_id = bos_nf_warning_maxsons_settlers
		prerequisite = {
			focus = bos_nf_preparing_contingency_plans
			focus = bos_nf_a_chance_opportunity
		}
		available = {
			NOT = {is_in_faction_with= NCR}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = bos_tension_dynamic_modifier
					}
				}
				if = {
					limit = {
						is_ai = yes
					}
					custom_trigger_tooltip = {
						tooltip = more_then_60_tension_tt
						check_variable = { BOS.bos_tension > 60 }
					}
				}
				else = {
					custom_trigger_tooltip = {
						tooltip = 100_tension_tt
						OR = {
						check_variable = { BOS.bos_tension > 99}
						has_war_with = NCR
						}
					}
				}
			}
		}
		completion_reward = {
			custom_effect_tooltip = bos_remove_tension_mod_tt
			BOS = {country_event = {id = nf_brotherhood_bunkered_divisions.1}}
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = bos_tension_dynamic_modifier
				}
			}
			NCR = {
				custom_effect_tooltip = bos_remove_tension_mod_tt
				hidden_effect = {
					remove_dynamic_modifier = {
						modifier = bos_ncr_tension_dynamic_modifier
					}
				}
			}
			NCR = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
			set_country_flag = ai_prefers_to_fight_neighbors
			custom_effect_tooltip = bos_calling_chapters_tt
			if = {
				limit = {
					SHI = {
						exists = yes
						is_puppet = no
						has_government = intellectuals
						OR = {
							is_neighbor_of = NCR
							is_neighbor_of = BON
						}
					}
				}
				SHI = {
					country_event = nf_brotherhood.41
				}
			}
			if = {
				limit = {
					GRD = {
						exists = yes
						is_puppet = no
						OR = {
							is_neighbor_of = NCR
							is_neighbor_of = BON
						}
					}
				}
				GRD = {
					country_event = nf_brotherhood.41
				}
			}
			if = {
				limit = {
					MOJ = {
						exists = yes
						is_puppet = no
						OR = {
							is_neighbor_of = NCR
							is_neighbor_of = BON
						}
					}
				}
				MOJ = {
					country_event = nf_brotherhood.41
				}
			}
			if = {
				limit = { has_completed_focus = bos_nf_what_were_they_for }
				for_each_scope_loop = {
					array = global.bos_ledger_members
					if = {
						limit = {
							NOT = { tag = MOJ }
							NOT = { tag = GRD }
							NOT = { tag = SHI }
							NOT = { tag = BOS }
						}
						country_event = nf_brotherhood.410
					}
				}
				
			}
			hidden_effect = {
				BOS = {
					for_each_scope_loop = {
						array = bos_bunker_array
						if = {
							limit = {
								always = yes
							}
							set_demilitarized_zone = yes
						}
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_dominion_over_the_wasteland
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_plasma
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_taking_back_california
		prerequisite = {
			focus = bos_nf_taking_back_california
		}
		completion_reward = {
			add_political_power = 400
			country_event = nf_brotherhood_elh_events.1
		}
	}

	focus = {
		id = bos_nf_propaganda_campaigns
		icon = GFX_goal_MOJ_progressive_thought
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_dominion_over_the_wasteland
		prerequisite = {
			focus = bos_nf_dominion_over_the_wasteland
		}
		completion_reward = {
			every_owned_state = {
				add_compliance = 10
			}
			if = {
				limit = {
					OR = {
						has_government = people
						has_government = ruler
					}
				}
				country_event = nf_brotherhood_elh_events.201
			}
			else = {
				country_event = nf_brotherhood_elh_events.202
			}
			###ugly but I don't want to maintain BOS_scripted_effects -- code duplication with Rounding Up Criminals (nessecary)
					if = {
						limit = {
							OR = {
								has_idea = bos_civilian_distrust_2
								has_idea = bos_civilian_distrust_3
							}
						}
						swap_ideas = {
							remove_idea = bos_civilian_distrust_2
							add_idea = bos_civilian_distrust_3
						}
					}
					else_if = {
						limit = {
							has_idea = bos_civilian_distrust
						}
						swap_ideas = {
							remove_idea = bos_civilian_distrust
							add_idea = bos_civilian_distrust_2
						}
					}
					else = {
						#do nothing
					}
		}
	}

	focus = {
		id = bos_nf_creating_civil_administration_sectors
		icon = GFX_goal_enc_judicial_branch_2
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_dominion_over_the_wasteland
		prerequisite = {
			focus = bos_nf_dominion_over_the_wasteland
		}
		completion_reward = {
			add_stability = 0.05
			every_owned_state = {
				add_resistance = -5
				add_compliance = 5
			}
			country_event = nf_brotherhood_elh_events.203
		}
	}

	focus = {
		id = bos_nf_rounding_up_criminals
		icon = GFX_goal_BRK_slave_rights
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_dominion_over_the_wasteland
		prerequisite = {
			focus = bos_nf_dominion_over_the_wasteland
		}
		completion_reward = {
			every_owned_state = {
				add_resistance = -10
			}
			country_event = nf_brotherhood_elh_events.6
			###ugly but I don't want to maintain BOS_scripted_effects -- code duplication with Propaganda Campaigns (nessecary)
					if = {
						limit = {
							OR = {
								has_idea = bos_civilian_distrust_2
								has_idea = bos_civilian_distrust_3
							}
						}
						swap_ideas = {
							remove_idea = bos_civilian_distrust_2
							add_idea = bos_civilian_distrust_3
						}
					}
					else_if = {
						limit = {
							has_idea = bos_civilian_distrust
						}
						swap_ideas = {
							remove_idea = bos_civilian_distrust
							add_idea = bos_civilian_distrust_2
						}
					}
					else = {
						#do nothing
					}
		}
	}

	focus = {
		id = bos_nf_the_brotherhood_triumphant
		icon = GFX_goal_bos_brotherhood_triumphant
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_dominion_over_the_wasteland
		prerequisite = {
			focus = bos_nf_propaganda_campaigns
		}
		prerequisite = {
			focus = bos_nf_creating_civil_administration_sectors
		}
		prerequisite = {
			focus = bos_nf_rounding_up_criminals
		}
		available = {
			AND = {
				count_triggers = {
				amount > 5
					owns_state = 253
					owns_state = 489
					owns_state = 1
					owns_state = 141
					owns_state = 135
					owns_state = 70
					owns_state = 245
					owns_state = 350
					owns_state = 63
				}
					all_owned_state = {
						OR = {
							is_core_of = BOS
							resistance < 20
							compliance > 90
						}
					}
			}
		}
		completion_reward = {
			remove_ideas = {bos_civilian_distrust_3}
			if = {
				limit = {
					has_idea = bos_maxsonian_occupation
				}
				remove_ideas = {bos_maxsonian_occupation}
			}
			if = {
				limit = {
					has_idea = bos_reformer_occupation
				}
				remove_ideas = {bos_reformer_occupation}
			}
			if = {
				limit = {
					has_idea = bos_rhombian_occupation
				}
				remove_ideas = {bos_rhombian_occupation}
			}
			if = {
				limit = {
					has_idea = bos_troikan_occupation
				}
				remove_ideas = {bos_troikan_occupation}
			}
		}
	}

	focus = {
		id = bos_nf_question_of_greater_conscription
		icon = GFX_goal_MOJ_wastelander_recruitment
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_the_brotherhood_triumphant
		prerequisite = {
			focus = bos_nf_the_brotherhood_triumphant
		}
		available = {
			NOT = {
				has_completed_focus = bos_nf_commitment_to_purity
			}
		}
		completion_reward = {
			set_temp_variable = { refugees_to_add = 15000 }
			exodus_add_refugees = yes
		}
	}
	focus = {
		id = bos_nf_utilizing_californias_industry
		icon = GFX_goal_generic_tinker_workbench
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_the_brotherhood_triumphant
		prerequisite = {
			focus = bos_nf_the_brotherhood_triumphant
		}
		completion_reward = {
			set_technology = {
				habitation_tech_level_scientific = 1
				tools_tech_level_scientific = 1
			}		 
			custom_effect_tooltip = bos_nf_utilizing_californias_industry_tt
			add_state_core = 253
			add_state_core = 350
			add_state_core = 63
			add_state_core = 1
			add_state_core = 245
		}
		ai_will_do = {
			base = 1000 #This is basically the best non-situational focus in the entire tree.
		}
	}
	focus = {
		id = bos_nf_reorganizing_our_economy
		icon = GFX_goal_BOS_generic
		cost = 30
		x = 0
		y = 3
		relative_position_id = bos_nf_the_brotherhood_triumphant
		prerequisite = {
			focus = bos_nf_the_brotherhood_triumphant
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.4
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
	}
	focus = {
		id = bos_nf_high_elder_rhiannon_economic_plan
		icon = GFX_goal_MOJ_aggressive_policy
		cost = 30
		x = -7
		y = 1
		relative_position_id = bos_nf_reorganizing_our_economy
		mutually_exclusive = {
			focus = bos_nf_high_elder_torni_economic_plan
			focus = bos_nf_high_elder_maxson_economic_plan
			focus = bos_nf_high_elder_llwyd_economic_plan
		}
		prerequisite = {
			focus = bos_nf_reorganizing_our_economy
		}
		available = {
			BOS_rhiannon = {
				has_trait = bos_absolute_brotherhood_high_elder
			}
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		completion_reward = {
			add_ideas = closed_economy
		}
	}
	focus = {
		id = bos_nf_high_elder_rhiannon_allows_mutants
		icon = GFX_goal_NEW_Super_Mutant_Technician
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_high_elder_rhiannon_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_rhiannon_economic_plan
		}
		completion_reward = {
			add_ideas = mutant_law_both
			custom_effect_tooltip = bos_law_category_unlocked_tt
			clr_country_flag = no_mutants_allowed
		}
	}
	focus = {
		id = bos_nf_high_elder_rhiannon_silence_dissent
		icon = GFX_goal_MOJ_gun_runner_caravan_raids
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_high_elder_rhiannon_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_rhiannon_economic_plan
		}
		completion_reward = {
			add_ideas = political_effort_censorship
		}
	}
	focus = {
		id = bos_nf_high_elder_maxson_economic_plan
		icon = GFX_goal_MOJ_paladin_thought
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_reorganizing_our_economy
		mutually_exclusive = {
			focus = bos_nf_high_elder_rhiannon_economic_plan
			focus = bos_nf_high_elder_torni_economic_plan
			focus = bos_nf_high_elder_llwyd_economic_plan
		}
		prerequisite = {
			focus = bos_nf_reorganizing_our_economy
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		available = {
			count_triggers = {
				amount = 2
				has_government = elites
				elites > 0.2
				elites > 0.33
			}
		}
		completion_reward = {
			add_ideas = limited_exports
		}
	}
	focus = {
		id = bos_nf_high_elder_maxson_economic_mobilization
		icon = GFX_goal_BOS_generic_industrial
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_high_elder_maxson_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_maxson_economic_plan
		}
		available = {
			all_owned_state = {
				AND = {
					resistance < 15
					compliance > 65
				}
			}
		}
		completion_reward = {
			add_ideas = partial_economic_mobilisation
		}
	}
	focus = {
		id = bos_nf_high_elder_maxson_silence_dissent
		icon = GFX_goal_BOS_elder_recalled
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_high_elder_maxson_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_maxson_economic_plan
		}
		completion_reward = {
			add_ideas = political_effort_state_press
			##custom_effect_tooltip = bos_law_category_unlocked_tt
			##set_country_flag = use_generic_press_laws #not working, sadly.
			##clr_country_flag = has_unique_press_laws
			
		}
	}
	focus = {
		id = bos_nf_high_elder_torni_economic_plan
		icon = GFX_goal_generic_blueprint
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_reorganizing_our_economy
		mutually_exclusive = {
			focus = bos_nf_high_elder_rhiannon_economic_plan
			focus = bos_nf_high_elder_maxson_economic_plan
			focus = bos_nf_high_elder_llwyd_economic_plan
		}
		prerequisite = {
			focus = bos_nf_reorganizing_our_economy
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		available = {
			count_triggers = {
				amount = 2
				has_government = ruler
				ruler > 0.2
				ruler > 0.33
			}
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.5
			add_ideas = curtained_consumerism
			remove_ideas = bos_nf_currency_reform_caps
		}
	}
	focus = {
		id = bos_nf_high_elder_torni_economic_mobilization
		icon = GFX_goal_billboard_nuka_cola
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_high_elder_torni_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_torni_economic_plan
		}
		available = {
			AND = {
				all_owned_state = {
					AND = {
						resistance < 10
						compliance > 70
					}
				}
				AND = {
					has_war = yes
					any_enemy_country = {
						ic_ratio = {
							tag = ROOT
							ratio > 0.33
						}
					}
				}
			}
		}
		completion_reward = {
			add_ideas = partial_economic_mobilisation
		}
	}
	focus = {
		id = bos_nf_high_elder_torni_llwyd_free_the_press
		icon = GFX_goal_generic_camera
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_high_elder_torni_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_torni_economic_plan
			focus = bos_nf_high_elder_llwyd_economic_plan
		}
		completion_reward = {
			add_ideas = political_effort_press
			#custom_effect_tooltip = bos_law_category_unlocked_tt
			#set_country_flag = use_generic_press_laws ##None of this is working, sadly.
			#clr_country_flag = has_unique_press_laws
		}
	}
	focus = {
		id = bos_nf_high_elder_llwyd_economic_plan
		icon = GFX_goal_MOJ_help_the_needy
		cost = 30
		x = 9
		y = 1
		relative_position_id = bos_nf_reorganizing_our_economy
		mutually_exclusive = {
			focus = bos_nf_high_elder_rhiannon_economic_plan
			focus = bos_nf_high_elder_maxson_economic_plan
			focus = bos_nf_high_elder_torni_economic_plan
		}
		prerequisite = {
			focus = bos_nf_reorganizing_our_economy
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		available = {
			BOS_llwyd = {
				has_trait = bos_absolute_brotherhood_high_elder
			}
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.5
			add_ideas = curtained_consumerism
			remove_ideas = bos_nf_currency_reform_caps
		}
	}
	focus = {
		id = bos_nf_high_elder_llwyd_economic_mobilization
		icon = GFX_goal_cap_and_cash
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_high_elder_llwyd_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_llwyd_economic_plan
		}
		available = {
			AND = {
				all_owned_state = {
					AND = {
						resistance < 5
						compliance > 70
					}
				}
				AND = {
					has_war = yes
					any_enemy_country = {
						ic_ratio = {
							tag = ROOT
							ratio > 0.4
						}
					}
				}
			}
		}
		completion_reward = {
			add_ideas = ncr_remilitarised_economy
		}
	}
	focus = {
		id = bos_nf_high_elder_llwyd_torni_embrace_the_followers
		icon = GFX_goal_enc_education_by_followers
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_high_elder_llwyd_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_llwyd_economic_plan
			focus = bos_nf_high_elder_torni_economic_plan
		}
		available = {
			count_triggers = {
				amount = 2
				has_government = people
				people > 0.2
				people > 0.33
				AND = {
					ruler > 0.4
					people > 0.2
				}
			}
			NOT = {
				has_country_flag = famine_mission_followers_raided_completed
			}
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.3
			clr_country_flag = is_followers_black_listed_nation
			clr_country_flag = do_not_spread_followers_from_this_tag
			clr_country_flag = do_not_spread_followers_to_this_tag
		}
	}
	focus = {
		id = bos_nf_high_elder_llwyd_torni_followers_unfinished_programs
		icon = GFX_goal_enc_education_by_followers
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_high_elder_llwyd_torni_embrace_the_followers
		prerequisite = {
			focus = bos_nf_high_elder_llwyd_torni_embrace_the_followers
		}
		available = {
			count_triggers = {
				amount = 2
				has_government = people
				people > 0.33
				people > 0.4
				AND = {
					ruler > 0.4
					people > 0.2
				}
			}
		}
		completion_reward = {
			custom_effect_tooltip = bos_boneyard_sun_tt
			country_event = nf_brotherhood_elh_events.301
		}
	}
	focus = {
		id = bos_nf_high_elder_llwyd_old_management
		icon = GFX_goal_NCR_Caravan
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_high_elder_llwyd_economic_plan
		prerequisite = {
			focus = bos_nf_high_elder_llwyd_economic_plan
		}
		completion_reward = {
			swap_ideas = {
			add_idea = wisespread_consumerism
			remove_idea = curtained_consumerism
			}
		}
	}
	focus = {
		id = bos_nf_further_reconstruction
		icon = GFX_goal_enc_poison_bear
		cost = 30
		x = 0
		y = 3
		relative_position_id = bos_nf_reorganizing_our_economy
		prerequisite = {
			focus = bos_nf_high_elder_rhiannon_economic_plan
			focus = bos_nf_high_elder_maxson_economic_plan
			focus = bos_nf_high_elder_torni_economic_plan
			focus = bos_nf_high_elder_llwyd_economic_plan
		}
		available = {
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		completion_reward = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_civil_engineers_primacy
					}
				}
				add_timed_idea = { 
					idea = bos_ncr_reconstruction_campaign
					days = 765
				}
			}
			else = {
				add_timed_idea = { 
					idea = bos_ncr_reconstruction_campaign
					days = 600
				}
				custom_effect_tooltip = bos_shortened_reconstruction_campaign
			}
			custom_effect_tooltip = bos_reconstruction_campaign_reductions_tt
			country_event = nf_brotherhood_elh_events.9
			custom_effect_tooltip = bos_new_scars_mechanics_tt
			##set a bunch of state flags to prevent duplicate infrastructure construction during later economic foci
			hidden_effect = {
				253 = {
					every_neighbor_state  = {
						limit = {
							is_owned_by = BOS
							infrastructure < 6
						}
						set_state_flag = bos_ncr_reconstruction_build_infra_here
					}
				}
				1 = {
					every_neighbor_state  = {
						limit = {
							is_owned_by = BOS
							infrastructure < 6
						}
						set_state_flag = bos_ncr_reconstruction_build_infra_here
					}
				}
				350 = {
					every_neighbor_state  = {
						limit = {
							is_owned_by = BOS
							infrastructure < 6
						}
						set_state_flag = bos_ncr_reconstruction_build_infra_here
					}
				}
				589 = {
					every_neighbor_state  = {
						limit = {
							is_owned_by = BOS
							infrastructure < 6
						}
						set_state_flag = bos_ncr_reconstruction_build_infra_here
					}
				}
				135 = {
					every_neighbor_state  = {
						limit = {
							is_owned_by = BOS
							infrastructure < 6
						}
						set_state_flag = bos_ncr_reconstruction_build_infra_here
					}
				}
				141 = {
					every_neighbor_state  = {
						limit = {
							is_owned_by = BOS
							infrastructure < 6
						}
						set_state_flag = bos_ncr_reconstruction_build_infra_here
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_power_brokers
		icon = GFX_goal_generic_laser_muskets_focus
		cost = 30
		x = -4
		y = 1
		relative_position_id = bos_nf_further_reconstruction
		prerequisite = {
			focus = bos_nf_further_reconstruction
		}
		available = {
			has_political_power > 0
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.15
		}
	}
	focus = {
		id = bos_nf_power_brokers_the_hub
		icon = GFX_goal_NCR_Barons_Piggy_Bank
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_power_brokers
		prerequisite = {
			focus = bos_nf_power_brokers
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		available = {
			has_political_power > 0
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.8
		}
	}

	focus = {
		id = bos_nf_power_brokers_the_legacy_government
		icon = GFX_goal_NCR_kimball
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_power_brokers
		prerequisite = {
			focus = bos_nf_power_brokers
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		available = {
			has_political_power > 0
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.13
		}
	}
	focus = {
		id = bos_nf_power_brokers_the_barons
		icon = GFX_goal_NCR_anton_flynn
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_power_brokers
		prerequisite = {
			focus = bos_nf_power_brokers_the_hub
			focus = bos_nf_power_brokers_the_legacy_government
		}
		ai_will_do = {
			base = 100 ##This is a good focus, which should be done very fast.
			modifier = {
				OR = { #If the famine is active, this focus is on the beeline to ending it.
					has_idea = bos_ncr_terrible_famine
					has_idea = bos_ncr_famine
					has_idea = bos_ncr_looming_famine
				}
				add=1000
			}
		}
		available = {
			has_political_power > 0
			has_completed_focus = bos_nf_the_californian_food_crisis
		}
		bypass = {
			has_country_flag = barons_dealt_with
		}
		completion_reward = {
			if = {
				limit = {
					has_country_flag = hayes_cooperation
				}
				country_event = nf_brotherhood_elh_events.1602 ##Hayes version of the event.
			}
			else_if = {
				limit = {
					NOT = {
						has_country_flag = allgood_cooperation ##working with Allgood precludes working with the Barons.
					}
					OR = {
						has_country_flag = kimball_cooperation
						has_government = intellectuals
						has_government = people
						has_completed_focus = bos_nf_high_elder_rhiannon_economic_plan
						has_completed_focus = bos_nf_high_elder_llwyd_economic_plan
					}
				}
				country_event = nf_brotherhood_elh_events.1601 ##Peaceful version of the Barons event
			}
			else = {
			country_event = nf_brotherhood_elh_events.16
			}
		}
	}
	focus = {
		id = bos_nf_the_californian_food_crisis
		icon = GFX_goal_generic_food_focus
		cost = 7
		x = 0
		y = 1
		relative_position_id = bos_nf_further_reconstruction
		prerequisite = {
			focus = bos_nf_further_reconstruction
		}
		available = {
		}
		completion_reward = {
			custom_effect_tooltip = bos_ncr_famine_crisis_unlock_tt
			add_political_power = 100
			
		}
	}
	focus = {
		id = bos_nf_the_weakened_brotherhood
		icon = GFX_goal_flag_burn_BOS
		cost = 7
		x = 0
		y = 1
		relative_position_id = bos_nf_the_californian_food_crisis
		prerequisite = {
			focus = bos_nf_the_californian_food_crisis
		}
		available = {
			OR = {
				any_allied_country = {
					is_neighbor_of = CES
				}
				is_neighbor_of = CES
				has_war_with = CES
			}
			OR = {
				has_idea = bos_ncr_looming_famine
				has_idea = bos_ncr_famine
				has_idea = bos_ncr_terrible_famine
			}
			custom_trigger_tooltip = {
				tooltip = bos_ncr_has_treaty_territory_tt
				any_state = {
					OR = {
						region = 3
						region = 32
						state = 469 ##The three states to connect across the Rapids, just in case MOJ is alive, making this an exclave otherwise.
						state = 147
						state = 99
					}
					NOT = {
						state = 236
						state = 347
						state = 941
						state = 293
					}
					is_owned_by = BOS
				}
			}
		}
		completion_reward = {
			custom_effect_tooltip = bos_ncr_famine_offer_legion_concessions_for_peace
			add_political_power = -100
			CES = {
				country_event = nf_brotherhood_elh_events.17
			}
		}
	}
	focus = {
		id = bos_nf_economic_projects
		icon = GFX_goal_generic_bridge
		cost = 30
		x = 4
		y = 1
		relative_position_id = bos_nf_further_reconstruction
		prerequisite = {
			focus = bos_nf_further_reconstruction
		}
		available = {
			has_political_power > 0
		}
		completion_reward = {
			modify_timed_idea = { 
				idea = bos_ncr_reconstruction_campaign
				days = -60
			}
			# every_owned_state = {
				# limit = {
					# OR = {
						# infrastructure > 6
					# }
				# }
				# every_neighbor_state  = {
					# limit = {
						# is_owned_by = BOS
						# infrastructure < 6
					# }
					# add_building_construction = {
						# type = infrastructure
						# level = 1
						# instant_build = yes
					# }
				# }
			# }
			every_owned_state = {
				limit = {
					has_state_flag = bos_ncr_reconstruction_build_infra_here
					is_owned_by = BOS
					infrastructure < 6
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_to_variable = {
				var = bos_slh_supply_node_range
				value = 0.05
			}
		}
	}
	focus = {
		id = bos_nf_economic_projects_electrification
		icon = GFX_goal_generic_focus_solar_energy
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_economic_projects
		prerequisite = {
			focus = bos_nf_economic_projects
		}
		available = {
			has_political_power > 0
		}
		completion_reward = {
			#custom_effect_tooltip = bos_ncr_electrification_tt
			modify_timed_idea = { 
				idea = bos_ncr_reconstruction_campaign
				days = -60
			}
			every_owned_state = {
				limit = {
					OR = {
						state = 253 #Shady Sands
						state = 1 #The Hub
						state = 350 #The Boneyard
						state = 589 #Baker near the Long 15
						state = 135 #Sac-City
						state = 141 #Redding
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = electricity_generator
					level = 2
					instant_build = yes
				}
			}
			every_owned_state = {
				limit = {
					has_state_flag = bos_ncr_reconstruction_build_infra_here
					is_owned_by = BOS
					infrastructure < 6
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	focus = {
		id = bos_nf_economic_projects_real_memorials
		icon = GFX_goal_11_capital
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_economic_projects
		prerequisite = {
			focus = bos_nf_economic_projects
		}
		available = {
			has_political_power > 0
			set_temp_variable = { caps_diff = -150 }
			caps_cost_trigger = yes
		}
		completion_reward = {
			modify_timed_idea = { 
				idea = bos_ncr_reconstruction_campaign
				days = -60
			}
			set_temp_variable = { caps_to_add = -150 }
			add_caps = yes
			custom_effect_tooltip = bos_ncr_coring_warning_tt
			every_owned_state = {
				limit = {
					is_core_of = NCR
					NOT = { is_core_of = BOS }
				}
				add_state_modifier = {
					modifier = {
						coring_cost_targeted_state_factor = -0.10
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_economic_projects_training_halls
		icon = GFX_goal_CAF_plant
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_economic_projects
		prerequisite = {
			focus = bos_nf_economic_projects_electrification
			focus = bos_nf_economic_projects_real_memorials
		}
		available = {
			has_political_power > 0
			NOT = { 
				has_idea = bos_ncr_terrible_famine
				has_idea = bos_ncr_famine
				has_idea = bos_ncr_looming_famine
			}
		}
		completion_reward = {
			country_event = nf_brotherhood_elh_events.12
		}
	}
	focus = {
		id = bos_nf_preparing_for_expansion
		icon = GFX_goal_generic_pa_t51_fatman
		cost = 30
		x = 0
		y = 10
		relative_position_id = bos_nf_the_brotherhood_triumphant
		prerequisite = {
		}
		available = {
			has_completed_focus = bos_nf_reorganizing_our_economy
		}
		completion_reward = {
			custom_effect_tooltip = bos_skip_brotherhood_states_tt
			every_state = {
				tooltip = EFFECT_EVERY_STATE_STARTS
				limit = {
					#Not Terra Incognita
					check_variable = {
						var = core_countries
						value = 1
						compare = greater_than_or_equals
					}
					NOT = {
						#currently offmap
						is_owned_by = BMW #Midwest
						is_owned_by = BGF #Gulf
						is_owned_by = BLS #Lyons
						is_owned_by = BAP #Appalachian
						is_owned_by = BSF #San Francisco
						is_owned_by = SHI #San Francisco, BSF Doesn't Work >:(
						#In order of distance from lost hills
						is_owned_by = BOS #Lost Hills
						is_owned_by = BSF #San Francisco
						is_owned_by = MOJ #Mojave
						is_owned_by = GRD #Guardians
						is_owned_by = WBH #Washington
						is_owned_by = TCA #The Cause
						is_owned_by = MXC #Maxson
						is_owned_by = MNC #Montana
						is_owned_by = TBH #Texan
						is_owned_by = BMW #Midwest
						is_owned_by = BAP #Appalachian Expedition
						is_owned_by = BGF #Gulf
						is_owned_by = BLN #Lyons'
					}
				}
				add_claim_by = BOS
			}
		}
	}

	focus = {
		id = bos_nf_the_coast_of_california
		icon = GFX_goal_BRK_port_royal
		cost = 30
		x = -5
		y = 1
		relative_position_id = bos_nf_taking_back_california
		prerequisite = {
			focus = bos_nf_taking_back_california
		}
		available = {
			any_controlled_state = {
				is_coastal = yes
				is_core_of = BOS
			}
		}
		completion_reward = {
			set_technology = { naval_tech_level_tribal = 1 }
			set_technology = { naval_tech_level_settler = 1 }
		}
	}

	focus = {
		id = bos_nf_seatrials
		icon = GFX_goal_generic_harbours_focus #GFX_goal_generic_navy_submarine
		cost = 30
		mutually_exclusive = { focus = bos_nf_screening }
		relative_position_id = bos_nf_the_coast_of_california
		prerequisite = {
			focus = bos_nf_the_coast_of_california
		}
		x = -1
		y = 1
		available = {
			has_navy_size = {
				size > 19
				type = convoy
			}
			has_navy_experience > 5
		}
		completion_reward = {
			navy_experience = -5
			add_tech_bonus = {
				name = bos_nf_seatrials
				bonus = 0.5
				uses = 2
				category = naval_light_hull_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_screening
		icon = GFX_goal_BRK_naval_raiders #GFX_goal_generic_navy_battleship
		cost = 30
		mutually_exclusive = { focus = bos_nf_seatrials }
		relative_position_id = bos_nf_the_coast_of_california
		prerequisite = {
			focus = bos_nf_the_coast_of_california
		}
		x = 1
		y = 1
		available = {
			has_navy_size = {
				size > 19
				type = convoy
			}
			has_navy_experience > 5
		}
		completion_reward = {
			navy_experience = -5
			add_tech_bonus = {
				name = bos_nf_screening
				bonus = 0.5
				uses = 2
				category = naval_medium_hull_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_navallexicon
		icon = GFX_goal_BRK_naval_raiders_2 #GFX_goal_generic_navy_doctrines_tactics
		cost = 30
		prerequisite = {
			focus = bos_nf_screening
			focus = bos_nf_seatrials
		}
		relative_position_id = bos_nf_seatrials
		x = 1
		y = 1
		available = {
			has_navy_size = {
				size > 39
				type = convoy
			}
			has_navy_experience > 10
		}
		completion_reward = {
			navy_experience = -10
			add_doctrine_cost_reduction = {
				name = bos_nf_navallexicon
				cost_reduction = 0.75
				uses = 2
				category = cat_naval_doctrine
			}
		}
	}

	focus = {
		id = bos_nf_aircatapults
		icon = GFX_goal_BRK_masters_of_the_waves #GFX_goal_generic_navy_carrier
		cost = 30
		prerequisite = {
			focus = bos_nf_navallexicon
		}
		mutually_exclusive = {
			focus = bos_nf_seabehemoths
		}
		relative_position_id = bos_nf_navallexicon
		x = -1
		y = 1
		available = {
			has_navy_size = {
				size > 59
				type = convoy
			}
			has_navy_experience > 15
		}
		completion_reward = {
			navy_experience = -15
			add_tech_bonus = {
				name = bos_nf_aircatapults
				bonus = 1
				uses = 1
				category = naval_heavy_hull_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_seabehemoths
		icon = GFX_goal_BRK_drums_of_war
		cost = 30
		prerequisite = {
			focus = bos_nf_navallexicon
		}
		mutually_exclusive = {
			focus = bos_nf_aircatapults
		}
		relative_position_id = bos_nf_navallexicon
		x = 1
		y = 1
		available = {
			has_navy_size = {
				size > 59
				type = convoy
			}
			has_navy_experience > 15
		}
		completion_reward = {
			navy_experience = -15
			add_tech_bonus = {
				name = bos_nf_seabehemoths
				bonus = 0.5
				uses = 2
				category = naval_heavy_hull_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_steelcage
		icon = GFX_goal_BOS_steel_cage
		cost = 30
		prerequisite = {
			focus = bos_nf_aircatapults
			focus = bos_nf_seabehemoths
		}
		relative_position_id = bos_nf_aircatapults
		x = 1
		y = 1
		available = {
			has_navy_size = {
				size > 99
				type = convoy
			}
			has_navy_experience > 20
		}
		completion_reward = {
			navy_experience = -20
			set_technology = { naval_tech_level_scientific = 1 }
		}
	}

	focus = {
		id = bos_nf_the_airways_of_california
		icon = GFX_goal_generic_cities_focus
		cost = 30
		x = 5
		y = 1
		relative_position_id = bos_nf_taking_back_california
		prerequisite = {
			focus = bos_nf_taking_back_california
		}
		available = {
				num_of_controlled_states > 2
				has_completed_focus = bos_nf_repconn
		}

		completion_reward = {
			remove_ideas = bos_underground_hangars
			add_tech_bonus = {
				name = bos_nf_the_airways_of_california
				bonus = 0.25
				uses = 1
				category = air_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_fighters
		icon = GFX_goal_bos_generic_assaultron_head
		cost = 30
		mutually_exclusive = { focus = bos_nf_support }
		prerequisite = {
			focus = bos_nf_the_airways_of_california
		}
		relative_position_id = bos_nf_the_airways_of_california
		x = -1
		y = 1
		available = {
			has_deployed_air_force_size = {
				size > 19
			}
			has_air_experience > 5
		}
		completion_reward = {
			air_experience = -5
			add_tech_bonus = {
				name = bos_nf_fighters
				bonus = 0.5
				uses = 1
				category = light_air_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_support
		icon = GFX_goal_generic_supplies_focus
		cost = 30
		mutually_exclusive = { focus = bos_nf_fighters }
		prerequisite = {
			focus = bos_nf_the_airways_of_california
		}
		relative_position_id = bos_nf_the_airways_of_california
		x = 1
		y = 1
		available = {
			has_deployed_air_force_size = {
				size > 19
			}
			has_air_experience > 5
		}
		completion_reward = {
			air_experience = -5
			add_tech_bonus = {
				name = bos_nf_support
				bonus = 0.5
				uses = 1
				category = cas_bomber_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_airlexicon
		icon = GFX_goal_bos_generic_airship #GFX_goal_generic_navy_doctrines_tactics
		cost = 30
		prerequisite = {
			focus = bos_nf_fighters
			focus = bos_nf_support
		}
		relative_position_id = bos_nf_fighters
		x = 1
		y = 1
		available = {
			has_deployed_air_force_size = {
				size > 39
			}
			has_air_experience > 10
		}
		completion_reward = {
			air_experience = -10
			add_doctrine_cost_reduction = {
				name = bos_nf_airlexicon
				cost_reduction = 0.75
				uses = 2
				category = cat_air_doctrine
			}
		}
	}

	focus = {
		id = bos_nf_behemoths
		icon = GFX_goal_bos_generic_big_gun
		cost = 30
		mutually_exclusive = {
			focus = bos_nf_bombers
		}
		prerequisite = {
			focus = bos_nf_airlexicon
		}
		relative_position_id = bos_nf_airlexicon
		x = -1
		y = 1
		available = {
			has_deployed_air_force_size = {
				size > 59
			}
			has_air_experience > 15
		}
		completion_reward = {
			air_experience = -15
			add_tech_bonus = {
				name = bos_nf_behemoths
				bonus = 1
				uses = 1
				category = blimp_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_bombers
		icon = GFX_goal_bos_generic_vertibird
		cost = 30
		mutually_exclusive = {
			focus = bos_nf_behemoths
		}
		prerequisite = {
			focus = bos_nf_airlexicon
		}
		relative_position_id = bos_nf_airlexicon
		x = 1
		y = 1
		available = {
			has_deployed_air_force_size = {
				size > 59
			}
			has_air_experience > 15
		}
		completion_reward = {
			air_experience = -15
			add_tech_bonus = {
				name = bos_nf_bombers
				bonus = 0.5
				uses = 2
				category = bomber_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_lancers
		icon = GFX_goal_bos_flag_bls
		cost = 30
		prerequisite = {
			focus = bos_nf_airlexicon
		}
		relative_position_id = bos_nf_airlexicon
		x = 3
		y = 1
		available = {
			has_deployed_air_force_size = {
				size > 59
			}
			has_completed_focus = bos_nf_long_range_communications_the_lyons_expedition
		}
		completion_reward = {
			add_ideas = bos_lyons_model
			air_experience = 20
		}
	}
	focus = {
		id = bos_nf_hot_deployment
		icon = GFX_goal_max_dropping_feet_first
		cost = 30
		prerequisite = {
			focus = bos_nf_lancers
		}
		relative_position_id = bos_nf_airlexicon
		x = 3
		y = 2
		available = {
			has_deployed_air_force_size = {
				size > 99
			}
			has_air_experience > 20
		}
		completion_reward = {
			air_experience = -20
			add_ideas = {maxson_airborne}
			custom_effect_tooltip = bos_lost_hills_diplomacy_establish_foreign_airbases_unlock_tt
		}
	}
	
	focus = {
		id = bos_nf_scourge
		icon = GFX_goal_BOS_scourge_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_behemoths
			focus = bos_nf_bombers
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_behemoths
		available = {
			has_deployed_air_force_size = {
				size > 99
			}
			has_air_experience > 20
		}
		completion_reward = {
			air_experience = -20
			set_technology = { air_tech_level_scientific = 1 }
		}
	}

	focus = {
		id = bos_nf_securing_nearly_lost_bunkers
		icon = GFX_goal_bos_generic_bunker_1
		cost = 30
		x = -4
		y = 1
		relative_position_id = bos_nf_learning_from_the_ncr_bos_war
		prerequisite = {
			focus = bos_nf_learning_from_the_ncr_bos_war
		}

		completion_reward = {
			army_experience = 10
			add_command_power = 50
		}
	}

	focus = {
		id = bos_nf_bunker_alpaugh
		icon = GFX_goal_bos_generic_infantry_1
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_securing_nearly_lost_bunkers
		prerequisite = {
			focus = bos_nf_securing_nearly_lost_bunkers
		}
		available = {
			has_manpower > 250
			has_equipment = {
			infantry_equipment > 250
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 3 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 3 }
				bos_change_tension = yes
			}
			add_manpower = -250
			add_equipment_to_stockpile = {	
			    type = infantry_equipment
				amount = -250
			}
			
			357 = {
				add_core_of = BOS
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_offsite_building = { type = industrial_complex level = 1 }
		}
	}

	focus = {
		id = bos_nf_bunker_blackwell
		icon = GFX_goal_bos_generic_infantry_2
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_securing_nearly_lost_bunkers
		prerequisite = {
			focus = bos_nf_securing_nearly_lost_bunkers
		}
		available = {
			has_manpower > 250
			has_equipment = {
			infantry_equipment > 250
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 3 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 3 }
				bos_change_tension = yes
			}
			add_equipment_to_stockpile = {	
			    type = infantry_equipment
				amount = -250
			}
			add_manpower = -250
			602 = {
				add_core_of = BOS
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_offsite_building = { type = industrial_complex level = 1 }
		}
	}

	focus = {
		id = bos_nf_reclaiming_destroyed_bunkers
		icon = GFX_goal_bos_generic_bunker_2
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_securing_nearly_lost_bunkers
		prerequisite = {
			focus = bos_nf_bunker_alpaugh
		}
		prerequisite = {
			focus = bos_nf_bunker_blackwell
		}

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_reclaiming_destroyed_bunkers
				bonus = 0.25
				uses = 1
				category = construction_category
			}
			add_tech_bonus = {
				name = bos_nf_reclaiming_destroyed_bunkers
				bonus = 0.25
				uses = 1
				category = habitation_category
			}
			add_political_power = 25
		}
	}

	focus = {
		id = bos_nf_bunker_atascadero
		icon = GFX_goal_generic_creature_fire_ant
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_reclaiming_destroyed_bunkers
		prerequisite = {
			focus = bos_nf_reclaiming_destroyed_bunkers
		}
		available = {
			has_manpower > 250
			has_equipment = {
			infantry_equipment > 250
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 3 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 3 }
				bos_change_tension = yes
			}
			add_manpower = -250
			add_equipment_to_stockpile = {	
			    type = infantry_equipment
				amount = -250
			}
			606 = {
				add_core_of = BOS
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_offsite_building = { type = arms_factory level = 1 }
		}
	}

	focus = {
		id = bos_nf_bunker_morro
		icon = GFX_goal_generic_creature_gecko
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_reclaiming_destroyed_bunkers
		prerequisite = {
			focus = bos_nf_reclaiming_destroyed_bunkers
		}
		available = {
			has_manpower > 250
			has_equipment = {
			infantry_equipment > 250
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 3 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 3 }
				bos_change_tension = yes
			}
			add_equipment_to_stockpile = {	
			    type = infantry_equipment
				amount = -250
			}
			add_manpower = -250
			558 = {
				add_core_of = BOS
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_offsite_building = { type = arms_factory level = 1 }
		}
	}
	focus = {
		id = bos_nf_bunker_salinas
		icon = GFX_goal_generic_creature_nightstalker
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_reclaiming_destroyed_bunkers
		prerequisite = {
			focus = bos_nf_reclaiming_destroyed_bunkers
		}
		available = {
			has_manpower > 250
			has_equipment = {
			infantry_equipment > 250
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 3 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 3 }
				bos_change_tension = yes
			}
			add_equipment_to_stockpile = {	
			    type = infantry_equipment
				amount = -250
			}
			add_manpower = -250
			312 = {
				add_core_of = BOS
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_offsite_building = { type = arms_factory level = 1 }
		}
	}

	focus = {
		id = bos_nf_bunker_monterey
		icon = GFX_goal_generic_creature_cazador
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_reclaiming_destroyed_bunkers
		prerequisite = {
			focus = bos_nf_reclaiming_destroyed_bunkers
		}
		available = {
			has_manpower > 250
			has_equipment = {
			infantry_equipment > 250
			}
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = 3 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 3 }
				bos_change_tension = yes
			}
			add_manpower = -250
			add_equipment_to_stockpile = {	
			    type = infantry_equipment
				amount = -250
			}
			433 = {
				add_core_of = BOS
				set_demilitarized_zone = yes
				add_dynamic_modifier = {
					modifier = bos_state_influence
				}
				bos_add_to_bunker_array = yes
			}
			add_offsite_building = { type = arms_factory level = 1 }
		}
	}
	# focus = {
		# id = bos_nf_legion_threat
		# icon = GFX_goal_BOS_generic_industrial
		# cost = 30
		# x = 14
		# y = 1
		# relative_position_id = bos_nf_back_to_business
		# prerequisite = {
			# focus = bos_nf_back_to_business
		# }
		# available = {
			# NCR = {
				# has_country_flag = brotherhood_embassy
			# }
			# NOT = {
				# BOS = {
					# at_war_with = NCR
				# }
			# }
		# }
		# completion_reward = {
			# country_event = nf_brotherhood_communications.10
		# }
		# ai_will_do = {
			# base = 2
		# }
	# }
	focus = {
		id = bos_nf_elders_schemes
		icon = GFX_goal_bos_elder_schemes
		cost = 30
		x = 18
		y = 1
		relative_position_id = bos_nf_back_to_business
		prerequisite = {
			focus = bos_nf_back_to_business
		}

		completion_reward = {
			add_political_power = 200
		}
		ai_will_do = {
			base = 2
		}
	}

	focus = {
		id = bos_nf_maxsonians
		icon = GFX_goal_MOJ_paladin_thought
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_elders_schemes
		prerequisite = {
			focus = bos_nf_elders_schemes
		}

		completion_reward = {
			add_country_leader_role = {
				character = "BOS_angharad"
				country_leader = {
					ideology=militarist_technocracy
					expire="3000.01.01.01"
				}
			}
			add_political_power = 50
			add_popularity = {
				ideology = elites
				popularity = 0.05
			}
		}
	}

	focus = {
		id = bos_nf_jonathan_maxson_back_to_health
		icon = GFX_goal_chem_super_stim
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_maxsonians
		mutually_exclusive = {
			focus = bos_nf_coronating_a_new_maxsonian_elder
		}
		prerequisite = {
			focus = bos_nf_maxsonians
		}
		available = {
			has_country_leader = {
				character = BOS_jonathan_maxson
				ruling_only = yes
			}
			has_political_power > 150
			has_tech = med_company_tech_3
		}

		completion_reward = {
			add_political_power = -150
			remove_country_leader_trait = bos_shellshocked
			add_corps_commander_role = {
				character = BOS_jonathan_maxson
				traits = {brotherhood_commander_trait}
				skill = 4
				attack_skill = 2
				defense_skill = 3
				planning_skill = 3
				logistics_skill = 5
			}
		}
	}

	focus = {
		id = bos_nf_coronating_a_new_maxsonian_elder
		icon = GFX_goal_MOJ_aggressive_policy
		cost = 30
		x = 1
		y = 1
		available = {
			has_government = elites
		}
		relative_position_id = bos_nf_maxsonians
		mutually_exclusive = {
			focus = bos_nf_jonathan_maxson_back_to_health
		}
		prerequisite = {
			focus = bos_nf_maxsonians
		}

		completion_reward = {
			BOS_jonathan_maxson = {
				retire = yes
			}
			add_country_leader_role = {
				character = BOS_angharad
				promote_leader = yes
				country_leader = {
					ideology = militarist_technocracy
					expire="3000.01.01.01"
								 
	  
				}
			}
			add_trait = {
				character = BOS_angharad
				ideology = militarist_technocracy
				trait = bos_war_hero_of_the_ncr_war
			}
		}
	}

	focus = {
		id = bos_nf_war_hero_of_the_ncr_war
		icon = GFX_goal_MOJ_technology_raids
		cost = 30
		x = 2
		y = 2
		relative_position_id = bos_nf_maxsonians
		prerequisite = {
			focus = bos_nf_coronating_a_new_maxsonian_elder
		}

		completion_reward = {
			add_war_support = 0.075
		}
	}

	focus = {
		id = bos_nf_honoring_the_maxson_elders
		icon = GFX_goal_bos_generic_t51b_1
		cost = 30
		x = -2
		y = 2
		relative_position_id = bos_nf_maxsonians
		prerequisite = {
			focus = bos_nf_jonathan_maxson_back_to_health
		}

		completion_reward = {
			add_political_power = 100
			swap_ruler_traits = {
				remove = bos_maxson_heritage
				add = bos_a_true_maxson
			}
		}
	}

	focus = {
		id = bos_nf_the_line_of_succession
		icon = GFX_goal_generic_BOS_focus_t51b_production
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_maxsonians
		prerequisite = {
			focus = bos_nf_jonathan_maxson_back_to_health
			focus = bos_nf_coronating_a_new_maxsonian_elder
		}

		completion_reward = {
			country_event = nf_brotherhood_arthur_maxson.1
		}
	}

	focus = {
		id = bos_nf_rhombians
		icon = GFX_goal_MOJ_scribal_thought
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_elders_schemes
		prerequisite = {
			focus = bos_nf_elders_schemes
		}

		completion_reward = {
			add_stability = 0.075
			add_popularity = {
				ideology = ruler
				popularity = 0.05
			}
		}
	}

	focus = {
		id = bos_nf_honor_the_ncr_war_veterans
		icon = GFX_goal_MOJ_wastelander_recruitment
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_rhombians
		mutually_exclusive = {
			focus = bos_nf_call_out_poor_military_strategy
		}
		prerequisite = {
			focus = bos_nf_rhombians
		}
		completion_reward = {
			add_political_power = 100
			add_war_support = 0.05
		}
	}
	focus = {
		id = bos_nf_call_out_poor_military_strategy
		icon = GFX_KHA_focus_planning
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_rhombians
		prerequisite = {
			focus = bos_nf_rhombians
		}
		mutually_exclusive = {
			focus = bos_nf_honor_the_ncr_war_veterans
		}
		available = {
			has_political_power > 100
		}
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_memories_of_the_fallen
				bonus = 1.5
				uses = 1
				category = cat_land_doctrine
				# category = spec_force_doctrine_category
			}
			add_political_power = -100
			army_experience = 20
			
		}
	}
	focus = {
		id = bos_nf_long_history_of_reform
		icon = GFX_KHA_focus_propose_plan
		cost = 30
		x = -2
		y = 2
		relative_position_id = bos_nf_rhombians
		prerequisite = {
			focus = bos_nf_honor_the_ncr_war_veterans
			focus = bos_nf_call_out_poor_military_strategy
		}

		completion_reward = {
			add_political_power = 100
			add_stability = 0.025
		}
	}

	focus = {
		id = bos_nf_reaching_out_to_family
		icon = GFX_goal_focus_alamo_ach
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_rhombians
		prerequisite = {
			focus = bos_nf_honor_the_ncr_war_veterans
			focus = bos_nf_call_out_poor_military_strategy
		}
		available = {
			has_country_leader = {
				character = BOS_mari_torni
				ruling_only = yes
			}
			ACH = {
				exists = yes
				has_country_leader = {
					character = ACH_kathrine_torni
					ruling_only = yes
				}
			}
		}
		completion_reward = {
			ACH = {
				country_event = nf_brotherhood_communications.2
			}
		}
	}

	focus = {
		id = bos_nf_taggerdys_legacy
		icon = GFX_goal_bos_flag_bap
		cost = 30
		x = 2
		y = 2
		relative_position_id = bos_nf_rhombians
		prerequisite = {
			focus = bos_nf_honor_the_ncr_war_veterans
			focus = bos_nf_call_out_poor_military_strategy
		}

		completion_reward = {
			add_war_support = 0.05
			army_experience = 20
		}
	}

	focus = {
		id = bos_nf_new_reforms
		icon = GFX_goal_bos_new_reforms
		cost = 30
		x = 30
		y = 1
		relative_position_id = bos_nf_back_to_business
		prerequisite = {
			focus = bos_nf_back_to_business
		}

		completion_reward = {
			add_offsite_building = { type = industrial_complex level = 3 }
			add_political_power = 50
		}
		ai_will_do = {
			base = 8
		}
	}


	focus = {
		id = bos_nf_our_right
		text = shared_bos_our_right
		icon = GFX_goal_bos_tech_salvage
		cost = 14
		prerequisite = {
			focus = bos_nf_back_to_business
		}
		bypass = {
			157 = {
				infrastructure > 9
			}
		}
		x = 39
		y = 1
		relative_position_id = bos_nf_back_to_business
		completion_reward = {
			157 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}

	focus = {
		id = bos_nf_salvaged_metal
		text = shared_bos_salvaged_metal
		icon = GFX_goal_generic_metal_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_our_right
		}
		x = -2
		y = 1
		relative_position_id = bos_nf_our_right

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_salvaged_metal
				bonus = 0.75
				uses = 1
				category = foundry_tech_category
			}
			capital_scope = {
				add_resource = { type = metal amount = 4 }
			}
		}
	}

	focus = {
		id = bos_nf_increase_power_production
		text = shared_bos_increase_power_production
		icon = GFX_goal_generic_electricity_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_our_right
		}
		x = 0
		y = 1
		relative_position_id = bos_nf_our_right

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_increase_power_production
				bonus = 0.75
				uses = 1
				category = power_station_tech_category
			}
			capital_scope = {
				add_resource = { type = energy amount = 4 }
			}
		}
	}
	focus = {
		id = bos_nf_salvaged_electronics
		text = shared_bos_salvaged_electronics
		icon = GFX_goal_generic_electronics_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_our_right
		}
		x = 2
		y = 1
		relative_position_id = bos_nf_our_right

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_salvaged_electronics
				bonus = 0.75
				uses = 1
				category = fabrication_laboratory_tech_category
			}
			capital_scope = {
				add_resource = { type = circuitry amount = 4 }
			}
		}
	}

	focus = {
		id = bos_nf_advanced_tech
		text = shared_bos_advanced_tech
		icon = GFX_goal_generic_advanced_technology_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_salvaged_metal
			focus = bos_nf_increase_power_production
			focus = bos_nf_salvaged_electronics
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_salvaged_metal

		completion_reward = {
			capital_scope = {
				add_resource = { type = advanced amount = 8 }
			}
		}
	}

	focus = {
		id = bos_nf_fueling_our_rise
		text = shared_bos_fueling_our_rise
		icon = GFX_goal_generic_fuel_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_salvaged_metal
			focus = bos_nf_increase_power_production
			focus = bos_nf_salvaged_electronics
		}
		x = 3
		y = 1
		relative_position_id = bos_nf_salvaged_metal

		completion_reward = {
			capital_scope = {
				add_resource = { type = energy amount = 8 }
			}
		}
	}

	focus = {
		id = bos_nf_arm_foundries
		text = bos_nf_scavenging_program
		icon = GFX_goal_generic_large_scale_normal_industry_focus
		cost = 30
		prerequisite = {
			focus = bos_nf_advanced_tech
		}
		prerequisite = {
			focus = bos_nf_fueling_our_rise
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_advanced_tech

		completion_reward = {
			set_temp_variable = { BOS_underground_construction_slots_to_add = 2 }
			bos_add_underground_construction_slots = yes
			clr_country_flag = scavenging_disabled ##Don't like regular scavenging given my other changes.
			unlock_decision_tooltip = begin_scavenging_program_wtt
			set_temp_variable = { caps_to_add = 50 }
			add_caps = yes
		}
	}
	focus = {
		id = bos_nf_circle_of_steel
		icon = GFX_goal_bos_circle_of_steel
		cost = 15
		prerequisite = {
			focus = bos_nf_back_to_business
		}
		x = 48
		y = 1
		relative_position_id = bos_nf_back_to_business
		completion_reward = {
			if = {
				limit = {
					has_dlc = "La Resistance"
				}
				add_ideas = bos_circle_of_steel
				custom_effect_tooltip = bos_cos_tt
				hidden_effect = {
					create_intelligence_agency = { name = "Circle Of Steel" icon = "GFX_intelligence_agency_logo_bos" }
				}
			}
			else = {
				add_ideas = bos_circle_of_steel_lame
			}
		}
	}
	focus = {
		id = bos_nf_train_new_operatives
		icon = GFX_goal_bos_beret
		cost = 15
		prerequisite = {
			focus = bos_nf_circle_of_steel
		}
		x = -3
		y = 1
		relative_position_id = bos_nf_circle_of_steel
		completion_reward = {
			add_ideas = bos_operative_training
		}
	}
	focus = {
		id = bos_nf_epsilon
		icon = GFX_goal_bos_cos_plasma
		cost = 15
		prerequisite = {
			focus = bos_nf_train_new_operatives
		}
		x = -1
		y = 1
		relative_position_id = bos_nf_train_new_operatives
		completion_reward = {
			if = {
				limit = {
					has_idea = bos_operative_training_onyx
				}
				swap_ideas = {
					remove_idea = bos_operative_training_onyx
					add_idea = bos_operative_training_steel
				}
			}
			else = {
				swap_ideas = {
					remove_idea = bos_operative_training
					add_idea = bos_operative_training_epsilon
				}
			}
		}
	}
	focus = {
		id = bos_nf_onyx
		icon = GFX_goal_bos_cos_laser_sniper
		cost = 15
		prerequisite = {
			focus = bos_nf_train_new_operatives
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_train_new_operatives
		completion_reward = {
			if = {
				limit = {
					has_idea = bos_operative_training_epsilon
				}
				swap_ideas = {
					remove_idea = bos_operative_training_epsilon
					add_idea = bos_operative_training_steel
				}
			}
			else = {
				swap_ideas = {
					remove_idea = bos_operative_training
					add_idea = bos_operative_training_onyx
				}
			}
		}
	}
	focus = {
		id = bos_nf_steel_agents
		icon = GFX_goal_bos_steel_agents
		cost = 15
		prerequisite = {
			focus = bos_nf_epsilon
		}
		prerequisite = {
			focus = bos_nf_onyx
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_epsilon
		completion_reward = {
			create_operative_leader = {
				name = BOS_Agent_Thorn_NAME
				GFX = GFX_Portrait_BOS_Agent_Thorn
				traits = {
					operative_intensive_training
					operative_lockpick
				}
				bypass_recruitment = no
				skill = 3
			}
		}
	}
	focus = {
		id = bos_nf_circle_of_steel_brotherhood_spies
		icon = GFX_goal_bos_codex_loyalists
		cost = 30
		prerequisite = {
			focus = bos_nf_circle_of_steel
		}
		x = 0
		y = 1
		relative_position_id = bos_nf_circle_of_steel
		completion_reward = { ##Give large intelligence bonuses on all chapters.
			if = { 
				limit = {
				country_exists = BSF 
				}
				# add_intel = {
					# target = BSF
					# civilian_intel = 20
					# army_intel = 15
					# navy_intel = 5
					# airforce_intel = 5
				# }
				add_operation_token = {
					tag = BSF
					token = token_army
				}
				add_operation_token = {
					tag = BSF
					token = token_civilian
				}
				BSF = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
				
			}
			if = { 
				limit = {
				country_exists = MOJ 
				}
				# add_intel = {
					# target = MOJ
					# civilian_intel = 25
					# army_intel = 25
				# }
				add_operation_token = {
					tag = MOJ
					token = token_army
				}
				add_operation_token = {
					tag = MOJ
					token = token_civilian
				}
				MOJ = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = GRD 
				}
				# add_intel = {
					# target = GRD
					# civilian_intel = 5
					# army_intel = 5
				# }
				add_operation_token = {
					tag = GRD
					token = token_army
				}
				add_operation_token = {
					tag = GRD
					token = token_civilian
				}
				GRD = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = WBH 
				}
				# add_intel = {
					# target = WBH
					# civilian_intel = 10
					# army_intel = 10
					# navy_intel = 5
				# }
				add_operation_token = {
					tag = WBH
					token = token_army
				}
				add_operation_token = {
					tag = WBH
					token = token_civilian
				}
				WBH = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = TCA 
				}
				# add_intel = {
					# target = TCA
					# civilian_intel = 10
					# army_intel = 10
					# navy_intel = 5
				# }
				add_operation_token = {
					tag = TCA
					token = token_army
				}
				add_operation_token = {
					tag = TCA
					token = token_civilian
				}
				TCA = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = MXC 
				}
				# add_intel = {
					# target = MXC
					# civilian_intel = 25
					# army_intel = 25
				# }
				add_operation_token = {
					tag = MXC
					token = token_army
				}
				add_operation_token = {
					tag = MXC
					token = token_civilian
				}
				MXC = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = MNC 
				}
				# add_intel = {
					# target = MNC
					# civilian_intel = 10
					# army_intel = 15
				# }
				add_operation_token = {
					tag = MNC
					token = token_army
				}
				add_operation_token = {
					tag = MNC
					token = token_civilian
				}
				MNC = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = TBH 
				}
				# add_intel = {
					# target = TBH
					# civilian_intel = 10
					# army_intel = 10
					# navy_intel = 5
					# airforce_intel = 5
				# }
				add_operation_token = {
					tag = TBH
					token = token_army
				}
				add_operation_token = {
					tag = TBH
					token = token_civilian
				}
				TBH = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = BMW
				}
				# add_intel = {
					# target = BMW
					# civilian_intel = 10
					# army_intel = 10
					# navy_intel = 5
					# airforce_intel = 5
				# }
				add_operation_token = {
					tag = BMW
					token = token_army
				}
				add_operation_token = {
					tag = BMW
					token = token_civilian
				}
				BMW = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = BAP 
				}
				# add_intel = {
					# target = BAP
					# civilian_intel = 10
					# army_intel = 10
					# navy_intel = 5
					# airforce_intel = 5
				# }
				add_operation_token = {
					tag = BAP
					token = token_army
				}
				add_operation_token = {
					tag = BAP
					token = token_civilian
				}
				BAP = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = BGF 
				}
				# add_intel = {
					# target = BGF
					# civilian_intel = 10
					# army_intel = 10
					# navy_intel = 5
					# airforce_intel = 5
				# }
				add_operation_token = {
					tag = BGF
					token = token_army
				}
				add_operation_token = {
					tag = BGF
					token = token_civilian
				}
				BGF = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = { 
					AND = {
						country_exists = BLN
						bos_ecr_is_enabled = yes
					}
				}
				# add_intel = {
					# target = BLN
					# civilian_intel = 10
					# army_intel = 10
					# navy_intel = 5
					# airforce_intel = 5
				# }
				add_operation_token = {
					tag = BLN
					token = token_army
				}
				add_operation_token = {
					tag = BLN
					token = token_civilian
				}
				BLN = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			if = { 
				limit = {
				country_exists = ACH 
				}
				# add_intel = {
					# target = ACH
					# civilian_intel = 20
					# army_intel = 20
					# navy_intel = 5
					# airforce_intel = 5
				# }
				add_operation_token = {
					tag = ACH
					token = token_army
				}
				add_operation_token = {
					tag = ACH
					token = token_civilian
				}
				ACH = {
					set_country_flag = bos_cell
				}
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
		}
	}
	focus = {
		id = bos_nf_circle_of_steel_ncr_spies
		icon = GFX_goal_bos_our_old_enemy
		cost = 30
		prerequisite = {
			focus = bos_nf_circle_of_steel_brotherhood_spies
		}
		x = 0
		y = 2
		relative_position_id = bos_nf_circle_of_steel_brotherhood_spies
		completion_reward = { ##Give small intelligence bonus on the NCR and MOT. 
			set_temp_variable = { BOS_tension_to_add = 15 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = 15 }
				bos_change_tension = yes
				set_country_flag = bos_cell
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			# add_intel = { ##decays anyways
				# target = NCR
				# civilian_intel = 5
				# army_intel = 5
				# navy_intel = 5
				# airforce_intel = 5
			# }
			# add_intel = {
				# target = MOT
				# civilian_intel = 5
				# army_intel = 5
				# navy_intel = 5
				# airforce_intel = 5
			# }
			add_operation_token = {
				tag = NCR
				token = token_army
			}
			add_operation_token = {
				tag = NCR
				token = token_civilian
			}
			MOT = {
				set_country_flag = bos_cell
				custom_effect_tooltip = bos_cell_infiltration_tt
			}
			add_operation_token = {
				tag = MOT
				token = token_civilian
			}
			custom_effect_tooltip = bos_ncr_operations_tt
		}
	}
	focus = {
		id = bos_nf_stealth_boys
		icon = GFX_goal_bos_stealth_boy
		cost = 15
		prerequisite = {
			focus = bos_nf_circle_of_steel
		}
		x = 3
		y = 1
		relative_position_id = bos_nf_circle_of_steel
		completion_reward = {
			add_ideas = bos_spy_stealth_boys
		}
	}
	focus = {
		id = bos_nf_blacksteel
		icon = GFX_goal_bos_cos_ballistic_sniper
		cost = 15
		prerequisite = {
			focus = bos_nf_stealth_boys
		}
		x = -1
		y = 1
		relative_position_id = bos_nf_stealth_boys
		completion_reward = {
			if = {
				limit = {
					has_idea = bos_spy_obsidian
				}
				swap_ideas = {
					remove_idea = bos_spy_obsidian
					add_idea = bos_spy_shadowsteel
				}
			}
			else = {
				swap_ideas = {
					remove_idea = bos_spy_stealth_boys
					add_idea = bos_spy_blacksteel
				}
			}
		}
	}
	focus = {
		id = bos_nf_obsidian
		icon = GFX_goal_bos_cos_energy_sniper
		cost = 15
		prerequisite = {
			focus = bos_nf_stealth_boys
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_stealth_boys
		completion_reward = {
			if = {
				limit = {
					has_idea = bos_spy_blacksteel
				}
				swap_ideas = {
					remove_idea = bos_spy_blacksteel
					add_idea = bos_spy_shadowsteel
				}
			}
			else = {
				swap_ideas = {
					remove_idea = bos_spy_stealth_boys
					add_idea = bos_spy_obsidian
				}
			}
		}
	}
	focus = {
		id = bos_nf_radio_backpacks
		icon = GFX_goal_bos_radio_backpacks
		cost = 15
		prerequisite = {
			focus = bos_nf_blacksteel
		}
		prerequisite = {
			focus = bos_nf_obsidian
		}
		x = 1
		y = 1
		relative_position_id = bos_nf_blacksteel
		completion_reward = {
			custom_effect_tooltip = bos_field_radio_tt
			hidden_effect = {
				swap_ideas = {
					remove_idea = bos_spy_shadowsteel
					add_idea = bos_spy_field_radios
				}
			}
		}
	}
	focus = {
		id = bos_nf_circle_of_steel_surveillance_bunkers
		icon = GFX_goal_bos_surveil_the_wastes
		cost = 30
		prerequisite = {
			focus = bos_nf_steel_agents
		}
		prerequisite = { 
			focus = bos_nf_circle_of_steel_ncr_spies
		}
		prerequisite = {
			focus = bos_nf_radio_backpacks
		}
		x = 0
		y = 1
		relative_position_id = bos_nf_circle_of_steel_ncr_spies
		completion_reward = {
			custom_effect_tooltip = bos_circle_merge_tt
			hidden_effect = {
				remove_ideas = {
					bos_circle_of_steel
					bos_operative_training_steel
					bos_spy_field_radios
				}
				add_ideas = bos_circle_of_steel_surveillance_bunkers
			}
		}
	}
	focus = {
		id = bos_nf_the_veterans_pension
		icon = GFX_goal_bos_generic_barricade
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_new_reforms
		prerequisite = {
			focus = bos_nf_new_reforms
		}

		completion_reward = {
			bos_decrease_knightly_confusion = yes
		}
		ai_will_do = {
			base = 5
		}
	}

	focus = {
		id = bos_nf_finding_caps
		icon = GFX_goal_bos_generic_army_crate_1
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_the_veterans_pension
		prerequisite = {
			focus = bos_nf_the_veterans_pension
		}

		completion_reward = {
			bos_decrease_knightly_confusion = yes
		}
		ai_will_do = {
			base = 5
		}
	}

	focus = {
		id = bos_nf_bounty_hunting
		icon = GFX_goal_bos_generic_deathclaw
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_the_veterans_pension
		prerequisite = {
			focus = bos_nf_the_veterans_pension
		}

		completion_reward = {
			bos_decrease_knightly_confusion = yes
		}
		ai_will_do = {
			base = 5
		}
	}

	focus = {
		id = bos_nf_debts_of_the_quartermasters
		icon = GFX_goal_bos_generic_locker
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_finding_caps
		prerequisite = {
			focus = bos_nf_finding_caps
		}
		prerequisite = {
			focus = bos_nf_bounty_hunting
		}

		completion_reward = {
			bos_decrease_knightly_confusion = yes
		}
		ai_will_do = {
			base = 5
		}
	}

	focus = {
		id = bos_nf_adjusting_to_bunker_life
		icon = GFX_goal_bos_generic_bunker_life
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_new_reforms
		prerequisite = {
			focus = bos_nf_new_reforms
		}

		completion_reward = {
			157 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			bos_improve_bunker_construction = yes
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}


	focus = {
		id = bos_nf_enforce_recycling_programs
		icon = GFX_goal_bos_generic_army_crate_2
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_adjusting_to_bunker_life
		prerequisite = {
			focus = bos_nf_adjusting_to_bunker_life
		}

		completion_reward = {
			add_stability = 0.02
			bos_improve_bunker_construction = yes
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_repairing_ventilation_systems
		icon = GFX_goal_bos_generic_industrial_fan
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_adjusting_to_bunker_life
		prerequisite = {
			focus = bos_nf_adjusting_to_bunker_life
		}

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_repairing_ventilation_systems
				bonus = 0.25
				uses = 1
				category = industry
			}
			bos_improve_bunker_construction = yes
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_finding_new_living_space
		icon = GFX_goal_bos_generic_bunker_2
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_enforce_recycling_programs
		prerequisite = {
			focus = bos_nf_enforce_recycling_programs
		}
		prerequisite = {
			focus = bos_nf_repairing_ventilation_systems
		}

		completion_reward = {
			157 = {
				add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			bos_improve_bunker_construction = yes
			set_temp_variable = { BOS_underground_construction_slots_to_add = 2 }
			bos_add_underground_construction_slots = yes
			
		}
	}

	focus = {
		id = bos_nf_advanced_scavenging
		icon = GFX_goal_bos_advanced_scavenging
		cost = 30
		x = 5
		y = 1
		relative_position_id = bos_nf_taggerdys_legacy
		prerequisite = {
			focus = bos_nf_finding_new_living_space
			focus = bos_nf_debts_of_the_quartermasters
		}
		prerequisite = {
			focus = bos_nf_taggerdys_legacy
			focus = bos_nf_long_history_of_reform
			focus = bos_nf_honoring_the_maxson_elders
			focus = bos_nf_war_hero_of_the_ncr_war
		}

		completion_reward = {
			army_experience = 20
			add_popularity = {
				ideology = elites
				popularity = 0.04
			}
			add_equipment_to_stockpile = {
				type = energy_equipment_3
				amount = 150
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = plasma_equipment_2
				amount = 75
				producer = USA
			}
			custom_effect_tooltip = bos_unlock_scavenging_decisions
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				date > 2278.01.01
			}
		}
	}

	focus = {
		id = bos_nf_scavenging_weaponry
		icon = GFX_goal_bos_ballistic_rifles_2
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_advanced_scavenging
		prerequisite = {
			focus = bos_nf_advanced_scavenging
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_equipment_2
				amount = 200
				producer = USA
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				date > 2279.01.01
			}
		}
	}

	focus = {
		id = bos_nf_scavenging_plasma
		icon = GFX_goal_bos_laser_pistol
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_scavenging_weaponry
		prerequisite = {
			focus = bos_nf_scavenging_weaponry
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = 150
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_laser_rifles
		icon = GFX_goal_bos_weapon_refinement
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_weaponry
		prerequisite = {
			focus = bos_nf_scavenging_weaponry
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = energy_equipment_3
				amount = 150
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_heavy_energy_weapons
		icon = GFX_goal_bos_gatling_laser_2
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_plasma
		prerequisite = {
			focus = bos_nf_scavenging_plasma
		}
		prerequisite = {
			focus = bos_nf_scavenging_laser_rifles
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = energy_fireteam_equipment_4
				amount = 100
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 2 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_support_equipment
		icon = GFX_goal_bos_support_equipment
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_advanced_scavenging
		prerequisite = {
			focus = bos_nf_advanced_scavenging
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 200
				producer = USA
			}
		}
	}

	focus = {
		id = bos_nf_scavenging_medical_equipment
		icon = GFX_goal_bos_medical_supplies
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_support_equipment
		prerequisite = {
			focus = bos_nf_scavenging_support_equipment
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 150
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_piercing_weaponry
		icon = GFX_goal_bos_missile_launcher
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_scavenging_support_equipment
		prerequisite = {
			focus = bos_nf_scavenging_support_equipment
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = anti_tank_equipment_1
				amount = 150
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_big_weaponry
		icon = GFX_goal_bos_auto_grenade_launcher
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_piercing_weaponry
		prerequisite = {
			focus = bos_nf_scavenging_piercing_weaponry
		}
		prerequisite = {
			focus = bos_nf_scavenging_medical_equipment
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = explosive_demolitions_equipment_4
				amount = 100
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 2 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_power_armor
		icon = GFX_goal_bos_generic_stripped_pa
		cost = 30
		x = 6
		y = 1
		relative_position_id = bos_nf_advanced_scavenging
		prerequisite = {
			focus = bos_nf_advanced_scavenging
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_2
				amount = 200
				producer = USA
			}
		}
	}

	focus = {
		id = bos_nf_scavenging_t45
		icon = GFX_goal_bos_generic_t45_3
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_scavenging_power_armor
		prerequisite = {
			focus = bos_nf_scavenging_power_armor
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 150
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_power_armor_repair
		icon = GFX_goal_bos_generic_t45_4
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_power_armor
		prerequisite = {
			focus = bos_nf_scavenging_power_armor
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 200
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_t51b
		icon = GFX_goal_bos_generic_t51b_2
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_t45
		prerequisite = {
			focus = bos_nf_scavenging_t45
		}
		prerequisite = {
			focus = bos_nf_scavenging_power_armor_repair
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_5
				amount = 100
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 2 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_vehicles
		icon = GFX_goal_bos_scrap_truck
		cost = 30
		x = 10
		y = 1
		relative_position_id = bos_nf_advanced_scavenging
		prerequisite = {
			focus = bos_nf_advanced_scavenging
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = heavy_motorized_equipment_1
				amount = 200
				producer = USA
			}
		}
	}

	focus = {
		id = bos_nf_scavenging_mobile_vehicles
		icon = GFX_goal_bos_mobile_logistics
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_scavenging_vehicles
		prerequisite = {
			focus = bos_nf_scavenging_vehicles
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = light_motorized_equipment_3
				amount = 150
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}
	
	focus = {
		id = bos_nf_scavenging_durable_vehicles
		icon = GFX_goal_bos_salvaged_truck
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_vehicles
		prerequisite = {
			focus = bos_nf_scavenging_vehicles
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = heavy_motorized_equipment_2
				amount = 150
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 1 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_scavenging_advanced_vehicles
		icon = GFX_goal_bos_generic_tank
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_scavenging_mobile_vehicles
		prerequisite = {
			focus = bos_nf_scavenging_mobile_vehicles
		}
		prerequisite = {
			focus = bos_nf_scavenging_durable_vehicles
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = heavy_motorized_equipment_4
				amount = 100
				producer = USA
			}
			set_temp_variable = { BOS_underground_construction_slots_to_add = 2 }
			bos_add_underground_construction_slots = yes
		}
	}

	focus = {
		id = bos_nf_greater_reforms
		icon = GFX_goal_bos_further_reforms
		cost = 30
		x = -5
		y = 1
		relative_position_id = bos_nf_taggerdys_legacy
		prerequisite = {
			focus = bos_nf_finding_new_living_space
			focus = bos_nf_debts_of_the_quartermasters
		}
		prerequisite = {
			focus = bos_nf_taggerdys_legacy
			focus = bos_nf_long_history_of_reform
			focus = bos_nf_honoring_the_maxson_elders
			focus = bos_nf_war_hero_of_the_ncr_war
		}

		completion_reward = {
			add_political_power = 100
			add_popularity = {
				ideology = ruler
				popularity = 0.03
			}
		}
	}

	focus = {
		id = bos_nf_outsider_initiation
		icon = GFX_goal_bos_generic_infantry_1
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_greater_reforms
		mutually_exclusive = {
			focus = bos_nf_commitment_to_purity
		}
		prerequisite = {
			focus = bos_nf_greater_reforms
		}

		completion_reward = {
			set_temp_variable = { refugees_to_add = 1000 }
			exodus_add_refugees = yes
			add_political_power = 50			   
		}
	}

	focus = {
		id = bos_nf_initiate_ncr_settlers
		icon = GFX_goal_MOJ_ncr_negotiations
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_outsider_initiation
		available = {
			count_triggers = {
				amount = 2
				has_government = ruler
				has_government = people
				has_government = intellectuals
				people > 0.2
				people > 0.4
				ruler > 0.2
				ruler > 0.4
				intellectuals > 0.2
				intellectuals > 0.4
			}
		}
		prerequisite = {
			focus = bos_nf_outsider_initiation
		}

		completion_reward = {
			set_temp_variable = { refugees_to_add = 1500 }
			exodus_add_refugees = yes
			increase_conscription_law = yes
		}
	}

	focus = {
		id = bos_nf_initiate_ranger_turncoats
		icon = GFX_goal_MOJ_the_future
		cost = 30
		x = 1
		y = 2
		relative_position_id = bos_nf_outsider_initiation
		available = {
			has_completed_focus = bos_nf_initiate_ncr_settlers
			count_triggers = {
				amount = 2
				has_government = people
				has_government = intellectuals
				people > 0.4
				people > 0.6
				intellectuals > 0.4
				intellectuals > 0.6
			}
		}
		prerequisite = {
			focus = bos_nf_outsider_initiation
		}

		completion_reward = {
			set_temp_variable = { refugees_to_add = 1500 }
			exodus_add_refugees = yes
			increase_conscription_law = yes
		}
	}

	focus = {
		id = bos_nf_initiate_necropolis_ghouls
		icon = GFX_goal_ghoul_head
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_outsider_initiation
		available = {
			has_completed_focus = bos_nf_initiate_ranger_turncoats
			count_triggers = {
				amount = 2
				has_government = people
				has_government = intellectuals
				people > 0.6
				people > 0.8
				intellectuals > 0.6
				intellectuals > 0.8
			}
		}
		prerequisite = {
			focus = bos_nf_outsider_initiation
		}

		completion_reward = {
			set_temp_variable = { refugees_to_add = 1500 }
			exodus_add_refugees = yes
			increase_conscription_law = yes
		}
	}

	focus = {
		id = bos_nf_limited_super_mutant_initiation
		icon = GFX_goal_BOS_steel_giants
		cost = 30
		x = -1
		y = 2
		relative_position_id = bos_nf_outsider_initiation
		available = {
			has_completed_focus = bos_nf_initiate_necropolis_ghouls
			OR = {
				has_government = intellectuals
				has_government = people
			}
		}
		prerequisite = {
			focus = bos_nf_outsider_initiation
		}

		completion_reward = {
			set_temp_variable = { refugees_to_add = 1500 }
			exodus_add_refugees = yes
			increase_conscription_law = yes
		}
	}

	focus = {
		id = bos_nf_commitment_to_duty
		icon = GFX_goal_bos_generic_t45_2
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_greater_reforms
		prerequisite = {
			focus = bos_nf_greater_reforms
		}
		mutually_exclusive = {
			focus = bos_nf_currency_reform
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = lost_hills_pensions
				add_idea = brotherhood_wages_law
			}
		}
	}

	focus = {
		id = bos_nf_commitment_to_purity
		icon = GFX_goal_bos_generic_t45_1
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_greater_reforms
		mutually_exclusive = {
			focus = bos_nf_outsider_initiation
		}
		prerequisite = {
			focus = bos_nf_greater_reforms
		}

		completion_reward = {
			custom_effect_tooltip = bos_manpower_problem_tt
			add_ideas = bosdigin
		}
	}

	focus = {
		id = bos_nf_currency_reform
		icon = GFX_goal_bos_generic_wagon
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_greater_reforms
		prerequisite = {
			focus = bos_nf_greater_reforms
		}
		mutually_exclusive = {
			focus = bos_nf_commitment_to_duty
		}

		completion_reward = {
			add_political_power = 100
		}
	}

	focus = {
		id = bos_nf_currency_reform_caps
		icon = GFX_goal_bos_generic_currency_caps
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_currency_reform
		prerequisite = {
			focus = bos_nf_currency_reform
		}
		available = {
			NOT = {
				#has_completed_focus = bos_nf_currency_reform_caps
				has_completed_focus = bos_nf_currency_reform_gold_bullion
				has_completed_focus = bos_nf_currency_reform_ncr_dollar
				has_completed_focus = bos_nf_currency_reform_scrip
			}
			count_triggers = {
				amount = 2
				has_government = people
				has_government = ruler
				people > 0.1
				people > 0.2
				ruler > 0.1
				ruler > 0.2
			}
		}

		completion_reward = {
			swap_ideas = {
				remove_idea = lost_hills_pensions
				add_idea = lost_hills_wages
			}
			add_ideas = bos_nf_currency_reform_caps
		}
	}

	focus = {
		id = bos_nf_currency_reform_gold_bullion
		icon = GFX_goal_bos_generic_currency_gold_bullion
		cost = 30
		x = -1
		y = 2
		relative_position_id = bos_nf_currency_reform
		available = {
			NOT = {
				has_completed_focus = bos_nf_currency_reform_caps
				#has_completed_focus = bos_nf_currency_reform_gold_bullion
				has_completed_focus = bos_nf_currency_reform_ncr_dollar
				has_completed_focus = bos_nf_currency_reform_scrip
			}
			has_completed_focus = bos_nf_long_range_communications_taggerdys_expedition
			count_triggers = {
				amount = 2
				has_government = people
				has_government = ruler
				people > 0.2
				people > 0.4
				ruler > 0.3
				ruler > 0.5
			}
		}
		prerequisite = {
			focus = bos_nf_currency_reform
		}

		completion_reward = {
			swap_ideas = {
				remove_idea = lost_hills_pensions
				add_idea = lost_hills_wages
			}
			add_ideas = bos_nf_currency_reform_gold_bullion
		}
	}

	focus = {
		id = bos_nf_currency_reform_ncr_dollar
		icon = GFX_goal_bos_generic_currency_ncr_dollar
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_currency_reform
		prerequisite = {
			focus = bos_nf_currency_reform
		}
		available = {
			NOT = {
				has_completed_focus = bos_nf_currency_reform_caps
				has_completed_focus = bos_nf_currency_reform_gold_bullion
				#has_completed_focus = bos_nf_currency_reform_ncr_dollar
				has_completed_focus = bos_nf_currency_reform_scrip
			}
			NCR = {
				NOT = { has_government = ruler }
				exists = yes
				is_subject = no
				NOT = { has_war_with = BOS }
				NOT = { has_war_with = MOJ }
				NOT = { has_war_with = GRD }
			}
			count_triggers = {
				amount = 2
				has_government = people
				has_government = ruler
				people > 0.2
				people > 0.4
				ruler > 0.6
				ruler > 0.8
			}
		}

		completion_reward = {
			swap_ideas = {
				remove_idea = lost_hills_pensions
				add_idea = lost_hills_wages
			}
			NCR = {
				add_ideas = bos_trade_modifier_to_lost_hills
			}
			add_ideas = bos_nf_currency_reform_ncr_dollar
		}
	}

	focus = {
		id = bos_nf_currency_reform_scrip
		icon = GFX_goal_bos_generic_currency_scrip
		cost = 30
		x = 1
		y = 2
		relative_position_id = bos_nf_currency_reform
		prerequisite = {
			focus = bos_nf_currency_reform
		}
		available = {
			NOT = {
				has_completed_focus = bos_nf_currency_reform_caps
				has_completed_focus = bos_nf_currency_reform_gold_bullion
				has_completed_focus = bos_nf_currency_reform_ncr_dollar
				#has_completed_focus = bos_nf_currency_reform_scrip
			}
			has_completed_focus = bos_nf_chicagos_reclaimation
			count_triggers = {
				amount = 2
				has_government = people
				has_government = ruler
				people > 0.2
				people > 0.4
				ruler > 0.3
				ruler > 0.5
			}
		}
		completion_reward = {
			swap_ideas = {
				remove_idea = lost_hills_pensions
				add_idea = lost_hills_wages
			}
			BMW = {
				add_ideas = bos_trade_modifier_to_lost_hills
			}
			add_ideas = bos_nf_currency_reform_scrip
		}
	}

	focus = {
		id = bos_nf_open_up_to_traders
		icon = GFX_goal_bos_generic_brahmin
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_greater_reforms
		prerequisite = {
			focus = bos_nf_greater_reforms
		}
		available = {
			OR = {
				num_of_controlled_states > 1
				has_completed_focus = bos_nf_currency_reform_gold_bullion
				has_completed_focus = bos_nf_currency_reform_ncr_dollar
				has_completed_focus = bos_nf_currency_reform_scrip
				has_completed_focus = bos_nf_currency_reform_caps
			}
		}
		completion_reward = {
			157 = {
				hidden_effect = {
					set_temp_variable = { new_node_target = THIS.id }
					add_to_temp_array = { new_node_trade_array = 163 }
					add_to_temp_array = { new_node_trade_array = 135 }
					add_to_temp_array = { new_node_trade_array = 253 }
					add_to_temp_array = { new_node_trade_array = 1 }
					add_to_temp_array = { new_node_trade_array = 350 }
					set_temp_variable = { new_node_map_x = 1835 }
					set_temp_variable = { new_node_map_y = 1200 }
				}
				create_map_node = yes
			}
			add_political_power = 100
		}
	}

	focus = {
		id = bos_nf_council_reforms
		icon = GFX_goal_bos_generic_ledger
		cost = 30
		x = 6
		y = 4
		relative_position_id = bos_nf_greater_reforms
		prerequisite = {
			focus = bos_nf_greater_reforms
			focus = bos_nf_advanced_scavenging
		}

		completion_reward = {
			add_political_power = 250
			set_temp_variable = { BOS_maximum_admin_centers_allowed_to_add = 1 }
			bos_add_administration_center_max = yes															   
		}
		ai_will_do = {
			base = 8
		}
	}

	focus = {
		id = bos_nf_head_elder_duty_duration
		icon = GFX_goal_bos_generic_t45_1
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_council_reforms
		prerequisite = {
			focus = bos_nf_council_reforms
		}
		available = {
			has_political_power > @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		completion_reward = {
			add_political_power = @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_EFFECT
			unlock_decision_tooltip = BOS_adjust_high_elder_duration
		}
		ai_will_do = {
			base = 0.5
			modifier = {
				add = 0.5
				date > 2280.01.01
			}
		}
	}

	focus = {
		id = bos_nf_political_blocs
		icon = GFX_goal_bos_generic_t45_2
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_council_reforms
		prerequisite = {
			focus = bos_nf_council_reforms
		}
		available = {
			has_political_power > 100
		}
		completion_reward = {
			add_political_power = -100
			set_country_flag = bos_double_drift_decisions
			custom_effect_tooltip = bos_political_blocs_tt
		}
		ai_will_do = {
			base = 0.5
			modifier = {
				add = 0.5
				date > 2280.01.01
			}
		}
	}
	focus = {
		id = bos_nf_election_on_demand
		icon = GFX_goal_bos_generic_t45_3
		cost = 30
		x = -2
		y = 2
		relative_position_id = bos_nf_council_reforms
		prerequisite = {
			focus = bos_nf_council_reforms
		}
		available = {
			has_political_power > @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		completion_reward = {
			add_political_power = @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_EFFECT
			unlock_decision_tooltip = BOS_emergency_promotion
		}
		ai_will_do = {
			base = 0.5
			modifier = {
				add = 0.5
				date > 2280.01.01
			}
		}
	}

	focus = {
		id = bos_nf_paladins_given_some_sway
		icon = GFX_goal_bos_generic_t45_4
		cost = 30
		x = 2
		y = 2
		relative_position_id = bos_nf_council_reforms
		prerequisite = {
			focus = bos_nf_council_reforms
		}
		available = {
			has_political_power > @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		completion_reward = {
			add_political_power = @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_EFFECT
			add_ideas = bos_nf_paladins_given_some_sway
		}
		ai_will_do = {
			base = 0.5
			modifier = {
				add = 0.5
				date > 2280.01.01
			}
		}
	}

	focus = {
		id = bos_nf_political_bloc_management
		icon = GFX_goal_bos_generic_t45_5
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_council_reforms
		prerequisite = {
			focus = bos_nf_political_blocs
		}
		available = {
			has_political_power > @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		completion_reward = {
			add_political_power = @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_EFFECT
			unlock_decision_tooltip = BOS_ban_elites
			unlock_decision_tooltip = BOS_ban_ruler
			unlock_decision_tooltip = BOS_ban_intellectuals
			unlock_decision_tooltip = BOS_ban_people
		}
		ai_will_do = {
			base = 0.5
			modifier = {
				add = 0.5
				date > 2280.01.01
			}
		}		
	}
	focus = {
		id = bos_nf_advanced_political_schema
		icon = GFX_goal_bos_generic_t60_1
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_council_reforms
		prerequisite = {
			focus = bos_nf_council_reforms
		}
		available = {
			has_political_power > @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		completion_reward = {
			add_political_power = @BOS_COUNCIL_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_country_flag = bos_double_boost_decisions
			custom_effect_tooltip = bos_political_schema_tt
		}
	}
	focus = {
		id = bos_nf_freeing_up_the_council_table
		icon = GFX_goal_bos_generic_t45_6
		cost = 30
		x = 0
		y = 3
		relative_position_id = bos_nf_council_reforms
		prerequisite = {
			focus = bos_nf_political_bloc_management
		}
		prerequisite = {
			focus = bos_nf_paladins_given_some_sway
		}
		prerequisite = {
			focus = bos_nf_election_on_demand
		}
		completion_reward = {
			unlock_decision_tooltip = BOS_allow_elites
			unlock_decision_tooltip = BOS_allow_ruler
			unlock_decision_tooltip = BOS_allow_intellectuals
			unlock_decision_tooltip = BOS_allow_people
		}
	}
	focus = {
		id = bos_nf_reformers
		icon = GFX_goal_MOJ_wastelander_recruitment
		cost = 30
		x = -6
		y = 1
		relative_position_id = bos_nf_freeing_up_the_council_table
		prerequisite = {
			focus = bos_nf_freeing_up_the_council_table
		}
		available = {
			has_country_flag = bos_people_allowed
		}
		completion_reward = {
			add_trait = {
				character = BOS_llwyd
				ideology = militarist_technocracy
				trait = pacifist
			}
			if = { 
				limit = {
					check_variable = {
						var = BOS_drift_people
						value = 1
						compare = less_than
					}
				}
				set_temp_variable = { temp_BOS_drift_add = 1 }
				bos_set_people_drift = yes
			}
			else = {
				set_temp_variable = { temp_BOS_drift_add = 0.5 }
				bos_boost_people_drift = yes
			}
		}
	}
	focus = {
		id = bos_nf_ncr_is_our_successor
		icon = GFX_goal_BOS_ncr_diplomacy
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_reformers
		prerequisite = {
			focus = bos_nf_reformers
		}
		mutually_exclusive = {focus = bos_nf_a_better_brotherhood}
		completion_reward = {
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_boost_people_drift = yes
		}
	}
	focus = {
		id = bos_nf_ncr_end_of_tensions
		icon = GFX_goal_MOJ_ncr_pact
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_ncr_is_our_successor
		prerequisite = {
			focus = bos_nf_ncr_is_our_successor
		}
		completion_reward = {
			set_temp_variable = { BOS_tension_to_add = -100 }
			bos_change_tension = yes
			NCR = {
				set_temp_variable = { BOS_tension_to_add = -100 }
				bos_change_tension = yes
			}
		}
	}
	focus = {
		id = bos_nf_a_better_brotherhood
		icon = GFX_goal_bos_generic_usa
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_reformers
		prerequisite = {
			focus = bos_nf_reformers
		}
		mutually_exclusive = {focus = bos_nf_ncr_is_our_successor}
		completion_reward = {
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_boost_people_drift = yes
		}
	}
	focus = {
		id = bos_nf_reformer_ascension
		icon = GFX_goal_MOJ_wastelander_recruitment
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_reformers
		prerequisite = {
			focus = bos_nf_ncr_is_our_successor
			focus = bos_nf_a_better_brotherhood
		}
		available = {
			has_country_flag = bos_people_allowed
			NOT = {
				has_country_flag = bos_ruler_allowed
				has_country_flag = bos_intellectuals_allowed
				has_country_flag = bos_elites_allowed
			}
			has_completed_focus = bos_nf_head_elder_duty_duration
			has_completed_focus = bos_nf_advanced_political_schema
		}
		completion_reward = {
			custom_effect_tooltip = BOS_high_elder_activation_tt
			activate_decision = BOS_solidify_head_elder_position
		}
	}
	focus = {
		id = bos_nf_opening_our_vaults
		icon = GFX_goal_bos_generic_locker
		cost = 30
		x = 2
		y = 2
		relative_position_id = bos_nf_reformers
		prerequisite = {
			focus = bos_nf_a_better_brotherhood
		}
		available = {
			NOT = {has_completed_focus = bos_nf_cult_of_the_commons}
		}
		completion_reward = {
			set_temp_variable = {BOS_knowledge_gain = 2}
			bos_add_knowledge = yes
		}
	}
	focus = { #Legion Defence Pact
		id = bos_nf_bigger_threats
		icon = GFX_goal_BOS_steel_crusade
		cost = 30
		x = 0
		y =1
		relative_position_id = bos_nf_reformer_ascension
		prerequisite = {
			focus = bos_nf_reformer_ascension
		}
		available = {
			country_exists = NCR
			country_exists = CES
			NOT = {
				BOS = {
					has_war_with = NCR
				}
			}
			NOT = {
				AND = {
					country_exists = MOT
					country_exists = MOJ
				}
			}
			OR = {
				has_global_flag = fbhd_legion_overall_vic
				has_global_flag = fbhd_boulder_city_miracle
				AND = {
					OR = {
						252 = { OWNER = { is_caesars_legion_member = yes } }
						252 = { is_owned_by = MOJ}
					}
                    date > 2279.01.01
                }
			}
		}
		bypass = {
			NOT = {
				country_exists = NCR
				country_exists = CES
			}
		}
		completion_reward = {
			NCR = {
				country_event = nf_brotherhood_elh_events.10
			}
			
		}
	}
	focus = {
		id = bos_nf_force_the_issue
		icon = GFX_goal_NCR_Steeldeal
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_reformer_ascension
		prerequisite = {
			focus = bos_nf_bigger_threats
		}
		will_lead_to_war_with = NCR
		available = {
			NOT = {
				has_global_flag = bos_ncr_accepted_deal_for_maxson
			}
			NCR = {
				has_war_with = CES
				surrender_progress > 0.01
			}
		}
		select_effect = {
		add_ai_strategy = {
			type = prepare_for_war
			id = NCR
			value = 200
		}
		}
		completion_reward = {
			NCR = {
				country_event = nf_brotherhood_elh_events.10006
			}
			custom_effect_tooltip = bos_ncr_war_or_land_tt
			effect_tooltip = {
				NCR = {
					every_owned_state = {
						limit = {
							region = 51
						}
						add_core_of = BOS
						BOS = { transfer_state = PREV }
					}
				}
				BOS = {
					diplomatic_relation = {
						country = NCR
						relation = non_aggression_pact
						active = yes
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_frozen_politics_0
		icon = GFX_goal_BOS_generic
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_freeing_up_the_council_table
		prerequisite = {
			focus = bos_nf_freeing_up_the_council_table
		}
		completion_reward = {
			add_political_power = 150
		}
	}
	focus = {
		id = bos_nf_frozen_politics_1
		icon = GFX_goal_generic_confidential_file
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_frozen_politics_0
		prerequisite = {
			focus = bos_nf_frozen_politics_0
		}
		mutually_exclusive = {
			focus = bos_nf_frozen_politics_2
			focus = bos_nf_frozen_politics_3
		}
		completion_reward = {	
			add_dynamic_modifier = {
				modifier = bos_balanced_council
				scope = BOS # optional, if you specify this your dynamic modifier scoped to this scope (root is the effect scope)
			}
			custom_effect_tooltip = bos_balanced_council_desc
		}
		ai_will_do = {
			base = 0 ##the AI should NEVER take this, as it requires managing politics.
		}
	}
	focus = {
		id = bos_nf_frozen_politics_1_1
		icon = GFX_goal_generic_backroom_planning
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_frozen_politics_1
		prerequisite = {
			focus = bos_nf_frozen_politics_1
		}
		completion_reward = {
			custom_effect_tooltip = bos_balanced_council_recommendation_tt
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_elites_allowed
					}
				}
				add_political_power = 200 
				activate_decision = BOS_allow_elites
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_people_allowed
					}
				}
				add_political_power = 200 
				activate_decision = BOS_allow_people
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_ruler_allowed
					}
				}
				add_political_power = 200 
				activate_decision = BOS_allow_ruler
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_intellectuals_allowed
					}
				}
				add_political_power = 200 
				activate_decision = BOS_allow_intellectuals
			}
		}
	}
	focus = {
		id = bos_nf_frozen_politics_2
		icon = GFX_goal_MOJ_contact_the_west
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_frozen_politics_0
		prerequisite = {
			focus = bos_nf_frozen_politics_0
		}
		mutually_exclusive = {
			focus = bos_nf_frozen_politics_1
			focus = bos_nf_frozen_politics_3
		}
		completion_reward = {
			hidden_effect = {
				bos_liberate_all_bos_members = yes
			}
			custom_effect_tooltip = bos_unlocked_offer_scribe_team_tt
			custom_effect_tooltip = bos_liberate_all_owned_tt
			##Other alternatives: Creation a decision to add chapters in the faction into a tech-sharing group, or add a focus like the Germany one to give factories to everybody.
			##Alternative #3 is to add N.S. like "a reunited brotherhood" or something for 2.5% special forces cap.
		}
	}
	focus = {
		id = bos_nf_frozen_politics_3
		icon = GFX_goal_generic_automatron_splash
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_frozen_politics_0
		prerequisite = {
			focus = bos_nf_frozen_politics_0
		}
		available = {
			always = no
		}
		mutually_exclusive = {
			focus = bos_nf_frozen_politics_1
			focus = bos_nf_frozen_politics_2
		}
		completion_reward = {
			custom_effect_tooltip = coming_in_a_later_update_bos
		}
	}
	focus = {
		id = bos_nf_the_troika
		icon = GFX_goal_MOJ_aggressive_policy
		cost = 30
		x = 6
		y = 1
		relative_position_id = bos_nf_freeing_up_the_council_table
		prerequisite = {
			focus = bos_nf_freeing_up_the_council_table
		}
		available = {
			has_country_flag = bos_intellectuals_allowed
		}
		completion_reward = {
			if = { 
				limit = {
					check_variable = {
						var = BOS_drift_intellectuals
						value = 1
						compare = less_than
					}
				}
				set_temp_variable = { temp_BOS_drift_add = 1 }
				bos_set_intellectuals_drift = yes
			}
			else = {
				set_temp_variable = { temp_BOS_drift_add = 0.5 }
				bos_boost_intellectuals_drift = yes
			}
		}
	}
	focus = {
		id = bos_nf_our_bloody_coup
		icon = GFX_goal_generic_dark_paladins
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_the_troika
		prerequisite = {
			focus = bos_nf_the_troika
		}
		mutually_exclusive = {focus = bos_nf_our_insidious_message}
		completion_reward = {
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_boost_intellectuals_drift = yes
		}
	}
	focus = {
		id = bos_nf_our_insidious_message
		icon = GFX_KHA_focus_propose_plan
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_the_troika
		prerequisite = {
			focus = bos_nf_the_troika
		}
		mutually_exclusive = {focus = bos_nf_our_bloody_coup}
		completion_reward = {
			set_temp_variable = { temp_BOS_drift_add = 1 }
			bos_boost_intellectuals_drift = yes
		}
	}
	focus = {
		id = bos_nf_breaking_our_opponents
		icon = GFX_goal_MOJ_gun_runner_caravan_raids
		cost = 30
		x = -2
		y = 2
		relative_position_id = bos_nf_the_troika
		prerequisite = {
			focus = bos_nf_our_bloody_coup
		}
		completion_reward = {
			add_popularity = {
				ideology = intellectuals
				popularity = 0.15
			}
			add_stability = -0.10
			bos_disallow_all_but_troika_and_ruling = yes
			set_temp_variable = { temp_BOS_drift_add = 0.75 }
			bos_boost_intellectuals_drift = yes ## boost regardless. The "price" of banning up to two parties.
			if = {
				limit = {
					has_government = ruler
				}
				bos_boost_ruler_drift = yes
			}
			if = {
				limit = {
					has_government = elites
				}
				bos_boost_elites_drift = yes
			}
			if = {
				limit = {
					has_government = people
				}
				bos_boost_people_drift = yes
			}
			
		}
	}
	focus = {
		id = bos_nf_absolute_high_elder_rhiannon
		icon = GFX_goal_MOJ_wastelander_recruitment
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_the_troika
		prerequisite = {
			focus = bos_nf_our_bloody_coup
			focus = bos_nf_our_insidious_message
		}
		available = {
			has_country_flag = bos_intellectuals_allowed
			
			NOT = {
				has_country_flag = bos_ruler_allowed
				has_country_flag = bos_people_allowed
				has_country_flag = bos_elites_allowed
			}
			has_completed_focus = bos_nf_head_elder_duty_duration
			has_completed_focus = bos_nf_advanced_political_schema
		}
		completion_reward = {
			custom_effect_tooltip = BOS_high_elder_activation_tt
			activate_decision = BOS_solidify_head_elder_position
		}
	}
	
	focus = {
		id = bos_nf_cult_of_the_commons
		icon = GFX_goal_MOJ_scribal_thought
		cost = 30
		x = 2
		y = 2
		relative_position_id = bos_nf_the_troika
		prerequisite = {
			focus = bos_nf_our_insidious_message
		}
		available = {
			NOT = {has_completed_focus = bos_nf_opening_our_vaults}
		}
		completion_reward = {
			set_temp_variable = {BOS_knowledge_gain = 2}
			bos_add_knowledge = yes
		}
	}

	focus = {
		id = bos_nf_our_cruelty
		icon = GFX_goal_WBH_eradicate_the_mutants
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_absolute_high_elder_rhiannon
		prerequisite = {
			focus = bos_nf_absolute_high_elder_rhiannon
		}
		available = {
			has_country_flag = bos_intellectuals_allowed
			NOT = {
				has_country_flag = bos_ruler_allowed
				has_country_flag = bos_people_allowed
				has_country_flag = bos_elites_allowed
			}
		}
		completion_reward = {
			custom_effect_tooltip = unlock_offers_troika_tt
			hidden_effect = {
				if = {
					limit = {
						NOT = {
							has_variable = bos_troika_crowns
						}
					}
					set_variable = { bos_troika_crowns = 0 }
				}
			}
		}
	}
	focus = {
		id = bos_nf_the_great_storm
		icon = GFX_goal_fev_pool
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_our_cruelty
		prerequisite = {
			focus = bos_nf_our_cruelty
		}
		available = {
			has_country_flag = bos_intellectuals_allowed
			BOS_rhiannon = {
				has_trait = bos_absolute_brotherhood_high_elder
			}
			NOT = {
				has_country_flag = bos_ruler_allowed
				has_country_flag = bos_people_allowed
				has_country_flag = bos_elites_allowed
			}
		}
		completion_reward = {
			#custom_effect_tooltip = coming_in_a_later_update_bos
			country_event = nf_brotherhood_elh_events.7
		}
	}

	focus = {
		id = bos_nf_long_range_communications
		icon = GFX_goal_BOS_generic
		cost = 15
		x = -1
		y = 1

		relative_position_id = bos_nf_back_to_business

		mutually_exclusive = {
			focus = bos_nf_long_range_communications_alternative
		}

		prerequisite = {
			focus = bos_nf_back_to_business
		}

		completion_reward = {
			set_technology = {
				radio_detection = 1
				decimetric_radar = 1
				improved_decimetric_radar = 1
				centimetric_radar = 1
			}
		}
		ai_will_do = {
			base = 8
		}
	}

	focus = {
		id = bos_nf_long_range_communications_alternative
		icon = GFX_goal_BOS_generic
		cost = 15
		x = 1
		y = 1

		relative_position_id = bos_nf_back_to_business

		mutually_exclusive = {
			focus = bos_nf_long_range_communications
		}

		prerequisite = {
			focus = bos_nf_back_to_business
		}

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_long_range_communications_alternative
				bonus = 1.5
				uses = 1
				category = electronics
			}
			add_tech_bonus = {
				name = bos_nf_long_range_communications_alternative
				bonus = 0.25
				uses = 6
				category = radar_tech
			}
		}
		ai_will_do = {
			base = 8
		}
	}

	focus = {
		id = bos_nf_long_range_radio_towers
		icon = GFX_goal_generic_satellite
		cost = 30
		x = 1
		y = 3

		relative_position_id = bos_nf_long_range_communications

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_political_power = 150
			custom_effect_tooltip = bos_lost_hills_consider_chapter_support_unlock_tt
			#False positive, but CW tools complains about it.
			#157 = {
			#	add_building_construction = {
			#		type = radar_station
			#		level = 6
			#		province = {
			#			id = 7207
			#		}
			#		instant_build = yes
			#	}
			#}
		}
		ai_will_do = {
			base = 2
		}			
	}

	focus = {
		id = bos_nf_long_range_communications_washington_brotherhood
		icon = GFX_goal_bos_flag_wbh
		cost = 30
		x = -4
		y = 1

		relative_position_id = bos_nf_long_range_radio_towers

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = elites
				popularity = 0.03
			}
			if = {
				limit = {
					country_exists = TCA
					NOT = { country_exists = WBH }
				}
				TCA = {
					country_event = nf_brotherhood_communications.1
				}
			}
			else_if = {
				limit = {
					NOT = { country_exists = TCA }
					country_exists = WBH
				}
				WBH = {
					country_event = nf_brotherhood_communications.1
				}
			}
			else_if = {
				limit = {
					country_exists = TCA
					country_exists = WBH
				}
				WBH = {
					country_event = nf_brotherhood_communications.1
				}
				TCA = {
					country_event = nf_brotherhood_communications.1
				}
			}
			else_if = {
				limit = {
					NOT = { country_exists = TCA }
					NOT = { country_exists = WBH }
				}
				WBH = {
					country_event = nf_brotherhood_communications.1
				}
			}
			add_political_power = 25
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				OR = {
					WBH = {
						is_ai = no
					}
					TCA = {
						is_ai = no
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_wbh_the_immortals_coup_succesful
		icon = GFX_goal_WBH_immortal
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_long_range_communications_washington_brotherhood
		mutually_exclusive = {
			focus = bos_nf_wbh_the_cause_succesful
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_washington_brotherhood
		}
		bypass = {
			NOT = { country_exists = WBH }
			NOT = { country_exists = TCA }
		}
		available = {
			WBH = {
				exists = yes
				TCA = { all_core_land_owned_by_prev_sphere = yes }
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			WBH = {
				country_event = nf_brotherhood_communications.2
				bos_make_chapter_send_volunteers = yes
			}
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				WBH = {
					is_ai = no
				}
			}
		}
	}

	focus = {
		id = bos_nf_wbh_the_cause_succesful
		icon = GFX_goal_bos_flag_tca
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_long_range_communications_washington_brotherhood
		mutually_exclusive = {
			focus = bos_nf_wbh_the_immortals_coup_succesful
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_washington_brotherhood
		}
		available = {
			TCA = {
				exists = yes
				WBH = { all_core_land_owned_by_prev_sphere = yes }
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			TCA = {
				country_event = nf_brotherhood_communications.2
				bos_make_chapter_send_volunteers = yes
			}
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				TCA = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_wbh_the_alaskan_expedition
		icon = GFX_goal_WBH_great_alaskan_expedition
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_wbh_the_immortals_coup_succesful
		prerequisite = {
			focus = bos_nf_wbh_the_immortals_coup_succesful
		}
		available = {
			WBH = {
				exists = yes
				has_completed_focus = WBH_alaskan_expedition
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			add_manpower = 1000
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				WBH = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_the_masters_army_reborn
		icon = GFX_goal_NEW_stirring_giants
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_wbh_the_immortals_coup_succesful
		prerequisite = {
			focus = bos_nf_wbh_the_immortals_coup_succesful
			focus = bos_nf_wbh_the_cause_succesful
		}
		available = {
			TRL = {
				exists = yes
				NOT = { is_in_faction_with = TCA }
				WBH = { all_core_land_owned_by_prev_sphere = yes }
			}
		}

		completion_reward = {
			bos_upgrade_mutant_experience_law = yes
			bos_exodus_manpower_modifier_medium = yes
		}
		ai_will_do = {
			base = 0.5
		}
	}

	focus = {
		id = bos_nf_tca_conquest_of_the_alaskan_pipeline
		icon = GFX_goal_BOS_elder_recalled
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_wbh_the_cause_succesful
		prerequisite = {
			focus = bos_nf_wbh_the_cause_succesful
		}
		available = {
			TCA = {
				exists = yes
				BEL = { all_core_land_owned_by_prev_sphere = yes }
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			capital_scope = {
				add_resource = { type = energy amount = 8 }
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
			bos_upgrade_expeditionary_outposts = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				TCA = {
					is_ai = no
				}
			}
		}
	}

	focus = {
		id = bos_nf_long_range_communications_taggerdys_expedition
		icon = GFX_goal_bos_flag_bap
		cost = 7
		x = 0
		y = 1

		relative_position_id = bos_nf_long_range_radio_towers

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.03
			}
			effect_tooltip = {
				BAP = {
					country_event = nf_brotherhood_communications.1
				}
			}
			add_political_power = 25
		}
		# For when BAP is implemented as a playable nation
		# ai_will_do = {
		# 	base = 3
		# 	modifier = {
		# 		factor = 3
		# 		BAP = {
		# 			is_ai = no
		# 		}
		# 	}
		# }													
	}
	focus = {
		id = bos_nf_bap_conflict_in_the_chapter
		icon = GFX_goal_bos_generic_crusader_pistol
		cost = 21
		x = 1
		y = 1

		relative_position_id = bos_nf_long_range_communications_taggerdys_expedition
		prerequisite = {
			focus = bos_nf_long_range_communications_taggerdys_expedition
		}

		completion_reward = {
			army_experience = 20
			BAP = {
				bos_make_chapter_send_volunteers = yes
			}
		}
	}

	focus = {
		id = bos_nf_bap_an_early_super_mutant_threat
		icon = GFX_goal_bos_generic_super_mutant
		cost = 21
		x = -1
		y = 1

		relative_position_id = bos_nf_long_range_communications_taggerdys_expedition
		prerequisite = {
			focus = bos_nf_long_range_communications_taggerdys_expedition
		}

		completion_reward = {
			bos_upgrade_mutant_experience_law = yes
		}
	}

	focus = {
		id = bos_nf_long_range_communications_mojave_chapter
		icon = GFX_goal_bos_flag_moj
		cost = 30
		x = -7
		y = 1
		relative_position_id = bos_nf_long_range_communications

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = elites
				popularity = 0.03
			}
			MOJ = {
				country_event = nf_brotherhood_communications.1
				country_event = nf_brotherhood_communications.2
			}
			add_political_power = 25
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				MOJ = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_moj_elijahs_downfall
		icon = GFX_KHA_focus_ncr_tactics
		cost = 15
		x = -1
		y = 1
		relative_position_id = bos_nf_long_range_communications_mojave_chapter
		prerequisite = {
			focus = bos_nf_long_range_communications_mojave_chapter
		}
		available = {
			MOJ = {
				exists = no
			}
		}
		bypass = {
			NOT = { country_exists = MOJ }
			any_owned_state = { is_core_of = MOJ }
		}

		completion_reward = {
			set_country_flag = has_completed_bos_nf_moj_elijahs_downfall_not_bypassed
			bos_exodus_manpower_modifier_micro = yes
			load_oob = MojavesReturn
		}
	}
	focus = {
		id = bos_nf_moj_recruiting_mcnamara
		icon = GFX_goal_MOJ_mcnamara
		cost = 15
		x = -1
		y = 1
		relative_position_id = bos_nf_moj_elijahs_downfall
		prerequisite = {
			focus = bos_nf_moj_elijahs_downfall
		}
		available = {
			MOJ = {
				exists = no
			}
			if = {
				limit = {
					has_completed_focus = bos_nf_moj_elijahs_downfall
					NOT = {
						has_country_flag = has_completed_bos_nf_moj_elijahs_downfall_not_bypassed
					}
				}
				#12/21/21 - Zusk
				#This generates a gross tooltip, but I don't want to plug in a custom trigger for something this rare.
				NOT = {
					any_owned_state = {
						is_core_of = MOJ
					}
				}
				NOT = { has_subject = MOJ }
			}
		}

		completion_reward = {
			set_country_leader_ideology = militarist_technocracy
			random_character = {
				limit = {
					has_character_flag = BOS_stealed_leader
				}
				add_country_leader_role = {
					character = THIS

					country_leader = {
						ideology = militarist_technocracy
						expire = "3000.01.01.01"
						id = -1
					}
				}
				promote_character = yes
			}
			MOJ = {
				every_character = {
					limit = {
						is_character = MOJ_nolan_mcnamara
					}
					set_nationality = BOS # target country
				}
			}
			add_command_power = 25
		}
	}
	focus = {
		id = bos_nf_moj_victory_at_sunburst
		icon = GFX_goal_MOJ_helious_one
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_long_range_communications_mojave_chapter
		prerequisite = {
			focus = bos_nf_long_range_communications_mojave_chapter
		}
		available = {
			MOJ = {
				exists = yes
				has_completed_focus = moj_the_mojave_secured
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			MOJ = {
				country_event = nf_brotherhood_communications.2
				load_oob = MojaveVolunteers
				bos_make_chapter_send_volunteers = yes
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				MOJ = {
					is_ai = no
				}
			}
		}
	}

	focus = {
		id = bos_nf_study_legionary_tactical_data
		icon = GFX_goal_NCR_Damassault
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_moj_victory_at_sunburst
		prerequisite = {
			focus = bos_nf_moj_victory_at_sunburst
		}
		available = {
			MOJ = {
				exists = yes
				has_completed_focus = moj_soldiers_of_helios
			}
		}

		completion_reward = {
			bos_upgrade_legion_experience_law = yes
		}
		ai_will_do = {
			base = 0.5
		}
	}

	focus = {
		id = bos_nf_moj_elijahs_expeditions
		icon = GFX_goal_MOJ_old_world_rumors
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_moj_victory_at_sunburst
		prerequisite = {
			focus = bos_nf_moj_victory_at_sunburst
		}
		available = {
			MOJ = {
				exists = yes
				has_completed_focus = moj_begin_again
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			add_tech_bonus = {
				bonus = 0.3
				uses = 1
				category = scientific_tech_category
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
		}
	}

	focus = {
		id = bos_nf_long_range_communications_maxson_chapter
		icon = GFX_goal_bos_flag_mxc
		cost = 30
		x = 9
		y = 1
		relative_position_id = bos_nf_long_range_communications

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = elites
				popularity = 0.03
			}
			MXC = {
				country_event = nf_brotherhood_communications.1
				country_event = nf_brotherhood_communications.2
				load_oob = MaxsonPaladins
			}
			add_political_power = 25
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				MXC = {
					is_ai = no
				}
			}
		}
	}

	focus = {
		id = bos_nf_maxsons_end
		icon = GFX_goal_generic_van_buren_power_armour
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_long_range_communications_maxson_chapter
		prerequisite = {
			focus = bos_nf_long_range_communications_maxson_chapter
		}
		available = {
			NOT = { country_exists = MXC }
		}
		bypass = {
			NOT = { country_exists = MXC }
			any_owned_state = { is_core_of = MXC }
		}

		completion_reward = {
			bos_exodus_manpower_modifier_small = yes
			load_oob = MaxsonsReturn
			MXC = {
				every_character = {
					limit = {
						is_character = MXC_andrea_brixley
					}
					set_nationality = BOS # target country
				}
			}
		}
	}

	focus = {
		id = bos_nf_maxson_victorious
		icon = GFX_goal_max_colorado_brotherhood
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_long_range_communications_maxson_chapter
		prerequisite = {
			focus = bos_nf_long_range_communications_maxson_chapter
		}
		available = {
			MXC = {
				exists = yes
				num_of_controlled_states > 5
				date > 2278.1.1
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			MXC = {
				country_event = nf_brotherhood_communications.2
				load_oob = MaxsonVolunteers
				bos_make_chapter_send_volunteers = yes
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				MXC = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_mxc_denvers_treasures
		icon = GFX_goal_max_clogged_streets
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_maxson_victorious
		prerequisite = {
			focus = bos_nf_maxson_victorious
		}
		available = {
			MXC = {
				exists = yes
				controls_state = 525
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			capital_scope = {
				add_resource = { type = metal amount = 12 }
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
		}
	}
	focus = {
		id = bos_nf_eastern_legionary_tactical_data
		icon = GFX_goal_LAC_monster_of_the_east
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_maxson_victorious
		prerequisite = {
			focus = bos_nf_maxson_victorious
		}
		available = {
			country_exists = MXC
			NOT = { country_exists = LAC }
		}

		completion_reward = {
			bos_upgrade_legion_experience_law = yes
		}
		ai_will_do = {
			base = 0.5
		}
	}

	focus = {
		id = bos_nf_long_range_communications_texas_expedition
		icon = GFX_goal_bos_flag_tbh
		cost = 15
		x = -5
		y = 4

		relative_position_id = bos_nf_long_range_radio_towers

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.03
			}
			if = {
				limit = {
					908 = {
						NOT = { is_core_of = ACH }
					}
				}
				TBH = {
					country_event = nf_brotherhood_communications.1
				}
			}
			else = {
				ACH = {
					country_event = nf_brotherhood_communications.1
					set_country_flag = got_lost_hills_communique
				}
			}
			add_political_power = 25
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				OR = {
					TBH = {
						is_ai = no
					}
					ACH = {
						is_ai = no
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_tbh_an_unexpected_end
		icon = GFX_goal_focus_arm_alamo
		cost = 60
		x = -1
		y = 1

		relative_position_id = bos_nf_long_range_communications_texas_expedition
		available = {
			NOT = { country_exists = TBH }
			NOT = { country_exists = ACH }
			#Purposefully doesn't include fallback for TEX formation. Texas forming is considered Brotherhood dying to Lost Hills.
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_texas_expedition
		}
		bypass = {
			NOT = { country_exists = TBH }
			NOT = { country_exists = ACH }
			any_owned_state = { is_core_of = TBH }
			any_owned_state = { is_core_of = ACH }
		}

		completion_reward = {
			bos_exodus_manpower_modifier_large = yes
			load_oob = TexanPaladins
			ACH = {
				every_character = {
					limit = {
						is_character = ACH_kathrine_torni
					}
					set_nationality = BOS # target country
				}
			}
			ACH = {
				every_character = {
					limit = {
						is_character = ACH_tapani
					}
					set_nationality = BOS # target country
				}
			}
		}
	}
	focus = {
		id = bos_nf_coronate_the_alamo_chapter
		icon = GFX_goal_bos_flag_ach
		cost = 30
		x = 1
		y = 1

		relative_position_id = bos_nf_long_range_communications_texas_expedition
		available = {
			country_exists = ACH
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_texas_expedition
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			if = {
				limit = {
					ACH = {
						NOT = { has_country_flag = got_lost_hills_communique }
					}
				}
				ACH = {
					country_event = nf_brotherhood_communications.1
					country_event = nf_brotherhood_communications.2
					load_oob = AlamoPaladins
				}
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
			ACH = { bos_add_to_ledger = yes }
			add_political_power = 50
		}
		ai_will_do = {	# TBH would usually still rather ACH be supported pre-Santa Anna, so their check is still included in the ai weights
			base = 3
			modifier = {
				factor = 3
				OR = {
					TBH = {
						is_ai = no
					}
					ACH = {
						is_ai = no
					}
				}
			}
		}
	}
	focus = {
		id = bos_nf_victory_over_machines
		icon = GFX_goal_ARM_ciudad_valles_land_acquisition
		cost = 30
		x = 1
		y = 1

		relative_position_id = bos_nf_coronate_the_alamo_chapter
		available = {
			ACH = {
				exists = yes #Not neccesary, but cleans up the tooltip
				ARM = { all_core_land_owned_by_prev_sphere = yes }
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		prerequisite = {
			focus = bos_nf_coronate_the_alamo_chapter
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			ACH = {
				country_event = nf_brotherhood_communications.2
				load_oob = AlamoVolunteers
				bos_make_chapter_send_volunteers = yes
			}
			capital_scope = {
				add_resource = { type = circuitry amount = 8 }
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				ACH = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_texaco_oil_rig
		icon = GFX_goal_generic_generic_oil_rig
		cost = 30
		x = -1
		y = 1

		relative_position_id = bos_nf_coronate_the_alamo_chapter
		available = {
			ACH = {
				exists = yes
				has_completed_focus = ach_nf_send_it_all_west
			}
		}
		prerequisite = {
			focus = bos_nf_coronate_the_alamo_chapter
		}

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_texaco_oil_rig
				bonus = 0.6
				uses = 1
				category = electronics
			}
		}
	}

	focus = {
		id = bos_nf_long_range_communications_midwest_expedition
		icon = GFX_goal_bos_flag_bmw
		cost = 30
		x = 0
		y = 4

		relative_position_id = bos_nf_long_range_radio_towers

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.03
			}
			BMW = {
				country_event = nf_brotherhood_communications.1
			}
			add_political_power = 25
		}
		# For when BMW is implemented as a playable nation
		 ai_will_do = {
		 	base = 5
		 	modifier = {
		 		factor = 3
		 		BMW = {
		 			is_ai = no
				}
		 	}
		}
	}
	focus = {
		id = bos_nf_ending_the_dream
		icon = GFX_goal_bos_generic_usa
		cost = 45
		x = -1
		y = 1

		relative_position_id = bos_nf_long_range_communications_midwest_expedition
		available = {
			OR = {
			BMW = {
				has_country_flag = bos_offmap_chapter_died
			}
			AND = {
				bos_rr_is_enabled = yes 
			NOT = { country_exists = BMW } 
		}
		}
		}
		bypass = {			
			NOT = { country_exists = BMW }
			any_owned_state = { is_core_of = BMW }
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_midwest_expedition
		}

		completion_reward = {
			bos_exodus_manpower_modifier_large = yes
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				BMW = {
					is_ai = no
			   }
			}
	   }
	}

	focus = {
		id = bos_nf_chicagos_reclaimation
		icon = GFX_goal_bos_generic_ata
		cost = 30
		x = 1
		y = 1

		relative_position_id = bos_nf_long_range_communications_midwest_expedition
		available = {
			OR = {
			BMW = {
				has_country_flag = bmw_won
			}
			AND = {
				bos_rr_is_enabled = yes 
		
			BMW = {
				owns_state = 1616
			}
		}
		}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_midwest_expedition
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			BMW = {
				country_event = nf_brotherhood_communications.2
				bos_make_chapter_send_volunteers = yes
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BMW is implemented as a playable nation
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				BMW = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_bmw_midwest_enclave_tactical_experience
		icon = GFX_goal_bos_generic_infantry_2
		cost = 30
		x = -2
		y = 1

		relative_position_id = bos_nf_chicagos_reclaimation
		available = {
			OR = {
				BMW = {
					has_country_flag = bmw_won
				}
				AND = {
					bos_rr_is_enabled = yes 
				BMW = {
					owns_state = 1616
					}	
				}
			}
		}
		prerequisite = {
			focus = bos_nf_chicagos_reclaimation
		}

		completion_reward = {
			bos_upgrade_enclave_experience_law = yes
		}
		ai_will_do = {
			base = 0.5
		}
				
			 
	}

	focus = {
		id = bos_nf_the_secrataries_secrets
		icon = GFX_goal_bos_generic_circuit
		cost = 30
		x = 0
		y = 1

		relative_position_id = bos_nf_chicagos_reclaimation
		available = {
			OR = {
			BMW = {
				has_country_flag = bmw_won
			}
			AND = {
				bos_rr_is_enabled = yes 
			BMW = {
				owns_state = 1616
			}
		}
		}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		prerequisite = {
			focus = bos_nf_chicagos_reclaimation
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			add_tech_bonus = {
				name = bos_nf_the_secrataries_secrets
				bonus = 0.3
				uses = 1
				category = industry
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BMW is implemented as a playable nation
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				BMW = {
					is_ai = no
				}
			}
		}
	}

	focus = {
		id = bos_nf_long_range_communications_gulf_expedition
		icon = GFX_goal_bos_flag_bgf
		cost = 30
		x = 5
		y = 4

		relative_position_id = bos_nf_long_range_radio_towers

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = elites
				popularity = 0.03
			}
			BGF = {
				country_event = nf_brotherhood_communications.1
			}
			add_political_power = 25
		}
		# For when BGF is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				BGF = {
					is_ai = no
				}
			}
		}
	}

	focus = {
		id = bos_nf_bgf_run_down
		icon = GFX_goal_generic_holy_shit_its_wendigos
		cost = 30
		x = 1
		y = 1

		relative_position_id = bos_nf_long_range_communications_gulf_expedition

		prerequisite = {
			focus = bos_nf_long_range_communications_gulf_expedition
		}
		available = {
			OR = {
			BGF = {
				has_country_flag = bos_offmap_chapter_died
			}
			AND = {
				bos_fod_is_enabled = yes 
			NOT = { country_exists = BGF }
			}
		}
		}
		bypass = {
			NOT = { country_exists = BGF }
			any_owned_state = { is_core_of = BGF }
		}
		completion_reward = {
			bos_exodus_manpower_modifier_small = yes
		}
	}
	focus = {
		id = bos_nf_bgf_dominion_over_the_peninsula
		icon = GFX_goal_WBH_eradicate_the_mutants
		cost = 30
		x = -1
		y = 1

		relative_position_id = bos_nf_long_range_communications_gulf_expedition
		available = {
			OR ={
			BGF = {
				has_country_flag = bgf_won
			}
			AND = {
				bos_fod_is_enabled = yes 
			BGF = {
				owns_state = 1410
			}
		}
		}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_gulf_expedition
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			BGF = {
				country_event = nf_brotherhood_communications.2
				bos_make_chapter_send_volunteers = yes
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BGF is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				BGF = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_bgf_desoto_drug_trade
		icon = GFX_goal_NEW_Jet_Beta_is_finished
		cost = 30
		x = -1
		y = 1

		relative_position_id = bos_nf_bgf_dominion_over_the_peninsula

		prerequisite = {
			focus = bos_nf_bgf_dominion_over_the_peninsula
		}
		available = {
			OR ={
				BGF = {
					has_country_flag = bgf_won
				}
				AND = {
					bos_fod_is_enabled = yes 
				BGF = {
					owns_state = 1410
				}
			}
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { caps_to_add = 75 }
			add_caps = yes
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BGF is implemented as a playable nation
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				BGF = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_bgf_the_fountain_of_dreams
		icon = GFX_goal_land_flag
		cost = 30
		x = 1
		y = 1

		relative_position_id = bos_nf_bgf_dominion_over_the_peninsula
		available = {
			OR ={
				BGF = {
					has_country_flag = bgf_won
				}
				AND = {
					bos_fod_is_enabled = yes 
				BGF = {
					owns_state = 1410
				}
			}
			}
		}
		prerequisite = {
			focus = bos_nf_bgf_dominion_over_the_peninsula
		}

		completion_reward = {
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 1500
				producer = USA
			}
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				BGF = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_long_range_communications_san_fran_chapter
		icon = GFX_goal_bos_flag_shi
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_long_range_communications

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = elites
				popularity = 0.03
			}
			effect_tooltip = {
				SHI = {
					country_event = nf_brotherhood_communications.1
				}
			}
			hidden_effect = {
				SHI = {
					country_event = nf_brotherhood_communications.1
				}
			}
			add_political_power = 25
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				SHI = {
					is_ai = no
				}
			}
		}
	}
	#Purposefully easy trigger, meant to be a soft 'introduction' to how recruiting paladins should work.
	focus = {
		id = bos_nf_shi_contact_the_bunkers
		icon = GFX_goal_bos_surveil_the_wastes
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_long_range_communications_san_fran_chapter

		prerequisite = {
			focus = bos_nf_long_range_communications_san_fran_chapter
		}

		available = {
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 5 ##easy
		}
	}
	focus = {
		id = bos_nf_shi_the_chapters_unexpected_growth
		icon = GFX_goal_BOS_force_of_arms
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_long_range_communications_san_fran_chapter
		available = {
			SHI = {
				has_country_flag = san_francisco_chapter_established
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_san_fran_chapter
		}

		completion_reward = {
			BSF = {bos_make_chapter_send_volunteers = yes}
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				SHI = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_shi_the_emperors_blessing
		icon = GFX_goal_shi_focus_golden_dragon
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_shi_the_chapters_unexpected_growth
		available = {
			SHI = {
				has_completed_focus = shi_contact_lost_hills
			}
		}
		prerequisite = {
			focus = bos_nf_shi_the_chapters_unexpected_growth
		}

		completion_reward = {
			effect_tooltip = {
				BSF = {
					country_event = nf_brotherhood_communications.2
				}
				BSF = {
					invite_to_western_brotherhood_of_steel = yes
				}
				
			}
			hidden_effect = {
				SHI = {
					country_event = nf_brotherhood_communications.2
				}
				BOS = {
					add_to_faction = SHI
				}
			}
		}
		ai_will_do = {
			base = 10
			modifier = {
				factor = 3
				SHI = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_shi_chapter_cooperation
		icon = GFX_goal_generic_vertibird
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_shi_the_chapters_unexpected_growth
		available = {
			SHI = {
				has_completed_focus = shi_contact_lost_hills
				has_completed_focus = shi_vertibirds
			}
			BOS = {
				count_triggers = {
				amount > 2
				has_completed_focus = bos_nf_the_airways_of_california
				date > 2281.1.1
				has_air_experience > 25
				has_tech = vertibird_unlock_tech
				}
			}
		}
		prerequisite = {
			focus = bos_nf_shi_the_chapters_unexpected_growth
		}
		completion_reward = {
			effect_tooltip = {

				BOS = {
					air_experience = -25
					add_equipment_to_stockpile = {
						type = vb_gunship_equipment 
						amount = 25
						producer = USA
					}
					add_equipment_to_stockpile = {
						type = vb_transport_plane_equipment
						amount = 50
						producer = USA
					}
				}
				BSF = {
					air_experience = 25
				}
				
			}
			hidden_effect = {
				air_experience = -25
				add_equipment_to_stockpile = {
					type = vb_gunship_equipment 
					amount = 25
					producer = USA
				}
				add_equipment_to_stockpile = {
					type = vb_transport_plane_equipment
					amount = 50
					producer = USA
				}
			SHI = { 
				air_experience = 25
			}
			}
		}
	}

	focus = {
		id = bos_nf_long_range_communications_guardian_brotherhood
		icon = GFX_goal_bos_flag_grd
		cost = 30
		x = 5
		y = 1
		relative_position_id = bos_nf_long_range_communications

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = intellectuals
				popularity = 0.03
			}
			GRD = {
				country_event = nf_brotherhood_communications.1
				country_event = nf_brotherhood_communications.2
				load_oob = GuardianPaladins
			}
			add_political_power = 25
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				GRD = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_grd_guardians_failed
		icon = GFX_goal_max_airship_down
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_long_range_communications_guardian_brotherhood
		prerequisite = {
			focus = bos_nf_long_range_communications_guardian_brotherhood
		}
		available = {
			NOT = { country_exists = GRD }
		}

		bypass = {
			NOT = { country_exists = GRD }
			OR = {
				any_owned_state = {
					is_core_of = GRD
				}
				owns_state = 210
				owns_state = 944
				owns_state = 526
			}
		}
		completion_reward = {
			if = {
				limit = {
					has_completed_focus = bos_nf_grd_reach_out_to_the_guardians
				}
				bos_exodus_manpower_modifier_small = yes
				load_oob = GuardiansReturn
				add_popularity = {
					ideology = intellectuals
					popularity = 0.10
				}
			}
			else = {
				army_experience = 20
				load_oob = GuardianPaladins
				add_popularity = {
					ideology = intellectuals
					popularity = 0.05
			}
		}
		}
	}
	focus = {
		id = bos_nf_grd_guardians_succesful
		icon = GFX_goal_generic_focus_magazine_gunsandbullets_plasma
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_long_range_communications_guardian_brotherhood
		prerequisite = {
			focus = bos_nf_long_range_communications_guardian_brotherhood
		}
		available = {
			GRD = {
				owns_state = 945
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			GRD = {
				country_event = nf_brotherhood_communications.2
				bos_make_chapter_send_volunteers = yes
			}
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				GRD = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_grd_reach_out_to_the_guardians
		icon = GFX_goal_generic_BoS_diplomatic_focus
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_grd_guardians_succesful
		prerequisite = {
			focus = bos_nf_grd_guardians_succesful
		}
		available = {
			GRD = {
				exists = yes
				is_subject = no
				has_war = no
			}
		}

		completion_reward = {
			GRD = {
				country_event = nf_brotherhood_integrate_guardians.1
			}
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				GRD = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_grd_wonders_of_tv_town
		icon = GFX_goal_big_mt_higgs_village
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_grd_guardians_succesful
		prerequisite = {
			focus = bos_nf_grd_guardians_succesful
		}
		available = {
			GRD = {
				has_completed_focus = nevada_tvt_consolidation
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			capital_scope = {
				add_resource = { type = advanced amount = 6 }
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				GRD = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_long_range_communications_the_lyons_expedition
		icon = GFX_goal_bos_flag_bls
		cost = 30
		x = 0
		y = 7

		relative_position_id = bos_nf_long_range_radio_towers

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.03
			}
			if = {
				limit = { 
					AND = {
						bos_ecr_is_enabled = yes
						country_exists = BLN
					}
				}
				BLN = {
					country_event = nf_brotherhood_communications.1
				}
			}
			else = {
				BLS = {
					country_event = nf_brotherhood_communications.1
				}
			}
			add_political_power = 25
		}
		# For when BLS is implemented as a playable nation
		ai_will_do = {
		 	base = 5
		 	modifier = {
		 		factor = 3
				OR = {
					BLS = {
						is_ai = no
					}
					BLN = { 
						is_ai = no
					}
				}
		 	}
		}
	}

	focus = {
		id = bos_nf_bls_shephards_conquest
		icon = GFX_goal_mutant_war_focus
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_long_range_communications_the_lyons_expedition
		mutually_exclusive = {
			focus = bos_nf_bls_edens_victory
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_the_lyons_expedition
		}
		available = {
			OR = {
				BLS = {
					has_country_flag = bls_shephard
				}
				AND = {
					bos_ecr_is_enabled = yes
					BLN = {
						exists = no
					}
					OUT = {
						exists = no
					}
					DCM = {
						owns_state = 1524
					}
				}
			}
		}

		completion_reward = {
			bos_exodus_manpower_modifier_large = yes
		}
	}
	focus = {
		id = bos_nf_bls_outcasts_travel_to_the_pit
		icon = GFX_goal_generic_bos_outcast
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_bls_shephards_conquest
		prerequisite = {
			focus = bos_nf_bls_shephards_conquest
			focus = bos_nf_bls_edens_victory
		}
		available = {
			OR = {
			BLS = {
				OR = {
					has_country_flag = bls_shephard
					has_country_flag = bls_enclave
				}
				hidden_trigger = {
					has_country_flag = bos_offmap_chapter_died
				}
			}
			AND = {			
				bos_ecr_is_enabled = yes
				BLN = {
					exists = no
				}
				OUT = {
					exists = no
				}
			}
		}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			add_war_support = 0.05
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BLS is implemented as a playable nation
		# For when BLS is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
			   OR = {
				   BLS = {
					   is_ai = no
				   }
				   BLN = { 
					   is_ai = no
				   }
				   OUT = {
						is_ai = no
				   }
			   }
			}
	   }
	}
	focus = {
		id = bos_nf_bls_eastern_mutant_tactical_experience
		icon = GFX_goal_mutant_supremacy
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_bls_shephards_conquest
		prerequisite = {
			focus = bos_nf_bls_shephards_conquest
		}
		available = {
			OR = {
				BLS = {
					has_country_flag = bls_shephard
					hidden_trigger = {
						has_country_flag = bos_offmap_chapter_died
					}
				}
				AND = {
					bos_ecr_is_enabled = yes
					BLN = {
						exists = no
					}
					OUT = {
						exists = no
					}
				}
			}
		}

		completion_reward = {
			bos_upgrade_mutant_experience_law = yes
		}
		ai_will_do = {
			base = 0.5
		}
	}
	focus = {
		id = bos_nf_bls_edens_victory
		icon = GFX_goal_ENC_eyebot_reform
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_long_range_communications_the_lyons_expedition
		mutually_exclusive = {
			focus = bos_nf_bls_shephards_conquest
		}
		prerequisite = {
			focus = bos_nf_long_range_communications_the_lyons_expedition
		}
		available = {
			OR = {
			BLS = {
				has_country_flag = bls_enclave
				hidden_trigger = {
					has_country_flag = bos_offmap_chapter_died
				}
			}
			AND = {
				bos_ecr_is_enabled = yes
				BLN = {
					exists = no
				}
				OUT = {
					exists = no
				}
				EEN = {
					owns_state = 1524
				}
			}
		}
		}

		completion_reward = {
			bos_exodus_manpower_modifier_large = yes
		}
	}
	focus = {
		id = bos_nf_bls_lyons_libery_prime_archives
		icon = GFX_goal_VEG_Vegas_Prime
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_long_range_communications_the_lyons_expedition
		prerequisite = {
			focus = bos_nf_long_range_communications_the_lyons_expedition
		}
		available = {
			OR = {
			BLS = {
				has_country_flag = bls_project_purity
			}
			AND = {
				bos_ecr_is_enabled = yes
				BLN = {
					has_completed_focus = BLN_nf_b038
				}
				country_exists = BLN
			}
		}
		}

		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_bls_lyons_libery_prime_archives
				bonus = 0.25
				ahead_reduction = 1
				uses = 3
				category = robotics_tech_category
			}
		}
	}

	focus = {
		id = bos_nf_bls_the_anchorage_simulation
		icon = GFX_goal_generic_chinese_propaganda_2
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_long_range_communications_the_lyons_expedition
		prerequisite = {
			focus = bos_nf_long_range_communications_the_lyons_expedition
		}
		available = {
			OR = {
				BLS = {
					has_country_flag = bls_project_purity
				}

				AND = {
					bos_ecr_is_enabled = yes
					OUT = {
						has_completed_focus = OUT_anchorage
					}
					country_exists = OUT
				}
			}
		}

		completion_reward = {
			army_experience = 30
			add_tech_bonus = {
				name = bos_nf_bls_the_anchorage_simulation
				bonus = 1
				ahead_reduction = 2
				uses = 1
				category = power_armor_tech_category
			}
			add_tech_bonus = {
				name = bos_nf_bls_the_anchorage_simulation
				bonus = 1
				ahead_reduction = 6
				uses = 1
				category = gauss_weaponry_tech_category
			}
			add_tech_bonus = {
				name = bos_nf_bls_the_anchorage_simulation
				bonus = 0.75
				ahead_reduction = 1
				uses = 1
				category = spec_force_tech_category
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment_5
				amount = 1
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = gauss_equipment_2
				amount = 1
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = spec_ops_equipment_5
				amount = 1
				producer = USA
			}
		}
		
	}
	focus = {
		id = bos_nf_bls_lyons_project_purity
		icon = GFX_goal_bls_project_purity
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_bls_lyons_libery_prime_archives
		prerequisite = {
			focus = bos_nf_bls_lyons_libery_prime_archives
			focus = bos_nf_bls_the_anchorage_simulation
		}
		available = { 
			OR = {
			BLS = {
				has_country_flag = bls_project_purity
			}
			AND = {
				bos_ecr_is_enabled = yes
				1107 = {
					owner_is_brotherhood_nation = yes
				}
			}
		}
		}
		completion_reward = {
			add_stability = 0.05
			capital_scope = {
				add_resource = { type = water amount = 10 }
			}
			add_tech_bonus = {
				name = bos_nf_bls_lyons_project_purity
				bonus = 0.25
				uses = 5
				category = support_medical_tech_category
			}
		}
	}
	focus = {
		id = bos_nf_bls_eastern_enclave_tactical_experience
		icon = GFX_goal_enc_verti
		cost = 30
		x = 3
		y = 1
		relative_position_id = bos_nf_bls_lyons_libery_prime_archives
		prerequisite = {
			focus = bos_nf_bls_lyons_libery_prime_archives
			focus = bos_nf_bls_the_anchorage_simulation
		}
		available = {
			OR = {
			BLS = {
				has_country_flag = bls_project_purity
			}
			AND = {
				bos_ecr_is_enabled = yes
				BLN = {
					has_completed_focus = BLN_nf_c004
				}
			}
		}
		}

		completion_reward = {
			bos_upgrade_enclave_experience_law = yes
		}
		ai_will_do = {
			base = 0.5
		}
	}
	focus = {
		id = bos_nf_bls_dominion_over_dc
		icon = GFX_goal_bos_generic_t45_1
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_bls_lyons_libery_prime_archives
		prerequisite = {
			focus = bos_nf_long_range_communications_the_lyons_expedition
		}
		available = {
			OR = {
				BLS = {
					has_country_flag = bls_project_purity
				}
				AND = {
					bos_ecr_is_enabled = yes
					OR = {
						BLN = {
							has_completed_focus = BLN_nf_e012
							has_completed_focus = BLN_nf_c017
						}
						OUT = {
							has_completed_focus = OUT_victory_in_DC
						}				
					}
					OR = {
						country_exists = BLN
						country_exists = OUT
					}
				}
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		
	}
		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			if = {
				limit = { 
					AND = {
						bos_ecr_is_enabled = yes
						country_exists = BLN
					}
				}
				BLN = {
					country_event = nf_brotherhood_communications.2
					bos_make_chapter_send_volunteers = yes
				}
			}
			else = {
				BLS = {
					country_event = nf_brotherhood_communications.2
					bos_make_chapter_send_volunteers = yes
				}
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BLS is implemented as a playable nation
		# For when BLS is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
			   OR = {
				   BLS = {
					   is_ai = no
				   }
				   BLN = { 
					   is_ai = no
				   }
			   }
			}
	   }
	}
	focus = {
		id = bos_nf_bls_outcasts_triumphant
		icon = GFX_goal_bos_flag_bls_outcast
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_bls_dominion_over_dc
		mutually_exclusive = {
			#focus = bos_nf_bls_outcasts_triumphant
			focus = bos_nf_bls_sarahs_rise
			focus = bos_nf_bls_the_hero_of_man
		}
		prerequisite = {
			focus = bos_nf_bls_dominion_over_dc
		}
		available = {
			OR = {
			BLS = {
				has_country_flag = bls_project_purity
				has_country_flag = bls_outcasts
			}
			AND = {
				bos_ecr_is_enabled = yes
				OUT = {
					has_completed_focus = OUT_victory_in_DC
				}
			}
		}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BLS is implemented as a playable nation
		# For when BLS is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
			   OR = {
				   BLS = {
					   is_ai = no
				   }
				   BLN = { 
					   is_ai = no
				   }
			   }
			}
	   }
	}
	focus = {
		id = bos_nf_bls_sarahs_rise
		icon = GFX_goal_bos_flag_bls_sarah
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_bls_dominion_over_dc
		mutually_exclusive = {
			focus = bos_nf_bls_outcasts_triumphant
			#focus = bos_nf_bls_sarahs_rise
			focus = bos_nf_bls_the_hero_of_man
		}
		prerequisite = {
			focus = bos_nf_bls_dominion_over_dc
		}
		available = {
			OR = {
				BLS = {
					has_country_flag = bls_project_purity
					has_country_flag = bls_mended_outcasts
					has_country_flag = bls_sarah_leader
				}
				AND = {
					bos_ecr_is_enabled = yes
				BLN = {
					has_completed_focus = BLN_nf_d001
					has_completed_focus = BLN_nf_e006
				}
			}
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BLS is implemented as a playable nation
		# For when BLS is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
			   OR = {
				   BLS = {
					   is_ai = no
				   }
				   BLN = { 
					   is_ai = no
				   }
			   }
			}
	   }
	}
	focus = {
		id = bos_nf_bls_the_hero_of_man
		icon = GFX_goal_bos_flag_bls_arthur
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_bls_dominion_over_dc
		mutually_exclusive = {
			focus = bos_nf_bls_outcasts_triumphant
			focus = bos_nf_bls_sarahs_rise
			#focus = bos_nf_bls_the_hero_of_man
		}
		prerequisite = {
			focus = bos_nf_bls_dominion_over_dc
		}
		available = {
			BLS = {
				has_country_flag = bls_project_purity
				has_country_flag = bls_mended_outcasts
				has_character = BOS_arthur_maxson
				has_country_flag = bls_arthur_leader
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BLS is implemented as a playable nation
		# For when BLS is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
			   OR = {
				   BLS = {
					   is_ai = no
				   }
				   BLN = { 
					   is_ai = no
				   }
			   }
			}
	   }
	}
	focus = {
		id = bos_nf_bls_victory_in_the_commonwealth
		icon = GFX_goal_bos_generic_t45_2
		cost = 30
		x = -1
		y = 2
		relative_position_id = bos_nf_bls_dominion_over_dc
		mutually_exclusive = {
			focus = bos_nf_bls_mankind_redefined
		}
		prerequisite = {
			focus = bos_nf_bls_outcasts_triumphant
			focus = bos_nf_bls_sarahs_rise
			focus = bos_nf_bls_the_hero_of_man
		}
		available = {
			BLS = {
				has_country_flag = bls_boston
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			capital_scope = {
				add_resource = { type = advanced amount = 4 }
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		# For when BLS is implemented as a playable nation
		# For when BLS is implemented as a playable nation
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
			   OR = {
				   BLS = {
					   is_ai = no
				   }
				   BLN = { 
					   is_ai = no
				   }
			   }
			}
	   }
	}
	focus = {
		id = bos_nf_bls_mankind_redefined
		icon = GFX_goal_bos_generic_institute
		cost = 30
		x = 1
		y = 2
		relative_position_id = bos_nf_bls_dominion_over_dc
		mutually_exclusive = {
			focus = bos_nf_bls_victory_in_the_commonwealth
		}
		prerequisite = {
			focus = bos_nf_bls_outcasts_triumphant
			focus = bos_nf_bls_sarahs_rise
			focus = bos_nf_bls_the_hero_of_man
		}
		available = {
			BLS = {
				has_country_flag = bos_offmap_chapter_died
			}
		}

		completion_reward = {
			bos_exodus_manpower_modifier_large = yes
		}
	}

	focus = {
		id = bos_nf_long_range_communications_montana_chapter
		icon = GFX_goal_bos_flag_mch
		cost = 30
		x = 4
		y = 1

		relative_position_id = bos_nf_long_range_radio_towers

		available = {
			OR = {
				has_completed_focus = bos_nf_long_range_communications
				has_completed_focus = bos_nf_long_range_communications_alternative
			}
		}

		completion_reward = {
			add_popularity = {
				ideology = ruler
				popularity = 0.03
			}
			MNC = {
				country_event = nf_brotherhood_communications.1
			}
			add_political_power = 25
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 3
				MNC = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_mch_the_expeditions_end
		icon = GFX_goal_BOS_forbidden_secrets
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_long_range_communications_montana_chapter
		prerequisite = {
			focus = bos_nf_long_range_communications_montana_chapter
		}
		available = {
			NOT = { country_exists = MNC }
		}
		bypass = {
			any_owned_state = { is_core_of = MNC }
		}

		completion_reward = {
			bos_exodus_manpower_modifier_medium = yes
		}
	}
	focus = {
		id = bos_nf_mch_victory_over_mcarthur
		icon = GFX_goal_mnc_tactics_cover
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_long_range_communications_montana_chapter
		prerequisite = {
			focus = bos_nf_long_range_communications_montana_chapter
		}
		available = {
			MNC = {
				owns_state = 656
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			MNC = {
				country_event = nf_brotherhood_communications.2
				bos_make_chapter_send_volunteers = yes
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
			modifier = {
				factor = 3
				MNC = {
					is_ai = no
				}
			}
		}
	}
	focus = {
		id = bos_nf_mch_western_enclave_tactical_experience
		icon = GFX_goal_enclave_approval
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_mch_victory_over_mcarthur
		prerequisite = {
			focus = bos_nf_mch_victory_over_mcarthur
		}
		available = {
		}

		completion_reward = {
			bos_upgrade_enclave_experience_law = yes
		}
		ai_will_do = {
			base = 0.5
		}
	}
	focus = {
		id = bos_nf_mch_conquest_of_the_steam
		icon = GFX_goal_HEA_focus_billowing_cathedral
		cost = 45
		x = -1
		y = 1
		relative_position_id = bos_nf_mch_victory_over_mcarthur
		prerequisite = {
			focus = bos_nf_mch_victory_over_mcarthur
		}
		available = {
			MNC = {
				owns_state = 1384
			}
			has_political_power > @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_TRIGGER
		}

		completion_reward = {
			add_political_power = @BOS_PALADIN_FOCUS_POLITICAL_POWER_COST_EFFECT
			capital_scope = {
				add_resource = { type = energy amount = 6 }
				add_resource = { type = advanced amount = 2 }
			}
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
		ai_will_do = {
			base = 3
		}
	}
	focus = {
		id = bos_nf_mch_conquest_of_yellowstone
		icon = GFX_goal_TTM_Greenway_Hydroponics
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_mch_victory_over_mcarthur
		prerequisite = {
			focus = bos_nf_mch_victory_over_mcarthur
		}
		available = {
			MNC = {
				owns_state = 590
			}
		}

		completion_reward = {
			capital_scope = {
				add_resource = { type = composites amount = 4 }
				add_resource = { type = energy amount = 4 }
				add_resource = { type = metal amount = 4 }
				add_resource = { type = water amount = 4 }
			}
		}
	}
	focus = {
		id = bos_nf_northern_california
		icon = GFX_goal_generic_industrial_truck
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_preparing_for_expansion
		prerequisite = {
			focus = bos_nf_preparing_for_expansion
		}
		available = {
			SHI = { all_core_land_owned_by_prev_sphere = yes }
			EUR = { all_core_land_owned_by_prev_sphere = yes }
			TDN = { all_core_land_owned_by_prev_sphere = yes }
			ARR = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 163
			add_state_core = 548
			add_state_core = 135
		}
	}
	focus = {
		id = bos_nf_baja_california
		icon = GFX_goal_NCR_Baja
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_northern_california
		prerequisite = {
			focus = bos_nf_northern_california
		}
		available = {
			RAP = { all_core_land_owned_by_prev_sphere = yes }
			BVC = { all_core_land_owned_by_prev_sphere = yes }
			BLP = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 41
			add_state_core = 325
			add_state_core = 97
		}
	}
	focus = {
		id = bos_nf_the_mojave
		icon = GFX_goal_NCR_MojaveOutpost
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_northern_california
		prerequisite = {
			focus = bos_nf_northern_california
		}
		available = {
			VEG = { all_core_land_owned_by_prev_sphere = yes }
			MOS = { all_core_land_owned_by_prev_sphere = yes }
			MOT = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 46
			add_state_core = 417
			add_state_core = 252
		}
	}
	focus = {
		id = bos_nf_oregon
		icon = GFX_goal_oregon_the_beaver_state
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_baja_california
		prerequisite = {
			focus = bos_nf_baja_california
			focus = bos_nf_the_mojave
		}
		available = {
			TRL = { all_core_land_owned_by_prev_sphere = yes }
			BDT = { all_core_land_owned_by_prev_sphere = yes }
			MLT = { all_core_land_owned_by_prev_sphere = yes }
			DIS = { all_core_land_owned_by_prev_sphere = yes }
			TIM = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 71
			add_state_core = 358
			add_state_core = 231
		}
	}
	focus = {
		id = bos_nf_broken_coast
		icon = GFX_goal_BRK_broken_no_longer
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_oregon
		prerequisite = {
			focus = bos_nf_oregon
		}
		available = {
			BRK = { all_core_land_owned_by_prev_sphere = yes }
			BEL = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 21
			add_state_core = 492
		}
	}
	focus = {
		id = bos_nf_integrating_chapters
		icon = GFX_goal_bos_generic_bunker_1
		cost = 30
		x = 0
		y = 3
		relative_position_id = bos_nf_frozen_politics_2
		prerequisite = {
			focus = bos_nf_frozen_politics_1
			focus = bos_nf_frozen_politics_2
			focus = bos_nf_frozen_politics_3
		}
		completion_reward = {
			add_political_power = 100
			add_to_tech_sharing_group = lost_hills_research
		}
	}
	focus = {
		id = bos_nf_integrating_mxc
		icon = GFX_goal_bos_flag_mxc
		cost = 30
		x = -3
		y = 1
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			MXC = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			MXC = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_bmw
		icon = GFX_goal_bos_flag_bmw
		cost = 30
		x = -2
		y = 2
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			BMW = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			BMW = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_bgf
		icon = GFX_goal_bos_flag_bgf
		cost = 30
		x = -4
		y = 2
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			BGF = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			BGF = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_bap
		icon = GFX_goal_bos_flag_bap
		cost = 30
		x = -5
		y = 1
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			BAP = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			BAP = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_bls
		icon = GFX_goal_bos_flag_bls
		cost = 30
		x = -6
		y = 2
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			OR = {
				BLS = {
					borders_western_brotherhood_of_steel = yes
					has_war = no
				}
				AND = { bos_ecr_is_enabled = yes
				BLN = {
					borders_western_brotherhood_of_steel = yes
					has_war = no
				}
			}
			}
		}
		completion_reward = {
			BLS = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
			if = {
				limit = { 
					AND = {
						bos_ecr_is_enabled = yes
						country_exists = BLN
					}
				}
				BLN = {
					invite_to_western_brotherhood_of_steel = yes
					add_to_tech_sharing_group = lost_hills_research
				}
			}
		}
	}
	focus = {
		id = bos_nf_integrating_moj
		icon = GFX_goal_bos_flag_moj
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			MOJ = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			MOJ = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_shi
		icon = GFX_goal_bos_flag_shi
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_integrating_chapters
		mutually_exclusive =  {focus = bos_nf_dominating_san_francisco}
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			OR = {
				SHI = {
					is_ally_with = BOS
					has_completed_focus = shi_vertibirds
				}
				AND = {
				NOT = {country_exists = SHI}
				SHI = {all_core_land_owned_by_prev_sphere = yes}
				}
			}
			
			
		}
		completion_reward = {
				set_technology = { vertibird_unlock_tech = 1 }
				if = { 
					limit = {
						163 = {is_owned_by = ROOT}
						NOT = {country_exists = SHI} 
					}
					release_puppet = SHI
				}
				SHI = {
					add_to_tech_sharing_group = lost_hills_research
				}
				
		}
	}
	focus = {
		id = bos_nf_dominating_san_francisco
		icon = GFX_goal_bos_flag_shi
		cost = 14
		x = 3
		y = 1
		relative_position_id = bos_nf_integrating_chapters
		mutually_exclusive =  {focus = bos_nf_integrating_shi}
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			SHI = {
				NOT = {is_ally_with = BOS}
			}
			country_exists = SHI
		}
		will_lead_to_war_with = SHI
		completion_reward = {
				if = {
					limit = {
						is_in_faction_with = SHI
					}
					SHI = {
						leave_faction = yes
					}
				}
				declare_war_on = {
					target = SHI
					type = annex_everything
				}
				set_technology = { vertibird_unlock_tech = 1 }
				
		}
	}
	focus = {
		id = bos_nf_integrating_grd
		icon = GFX_goal_bos_flag_grd
		cost = 30
		x = 2
		y = 2
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			GRD = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			GRD = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_wbh
		icon = GFX_goal_bos_flag_wbh
		cost = 30
		x = 6
		y = 2
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			if = {
				limit = {
					has_completed_focus = bos_nf_wbh_the_cause_succesful
				}
				TCA = {
					borders_western_brotherhood_of_steel = yes
					has_war = no
				}
			}
			else = {
				WBH = {
					borders_western_brotherhood_of_steel = yes
					has_war = no
				}
			}
		}
		completion_reward = {
			if = {
				limit = {
					has_completed_focus = bos_nf_wbh_the_cause_succesful
				}
				TCA = {
					invite_to_western_brotherhood_of_steel = yes
					add_to_tech_sharing_group = lost_hills_research
				}
			}
			else = {
				WBH = {
					invite_to_western_brotherhood_of_steel = yes
					add_to_tech_sharing_group = lost_hills_research
				}
			}
		}
	}
	focus = {
		id = bos_nf_integrating_mch
		icon = GFX_goal_bos_flag_mch
		cost = 30
		x = 4
		y = 2
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			MNC = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			MNC = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_ach
		icon = GFX_goal_bos_flag_ach
		cost = 30
		x = 5
		y = 1
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			ACH = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
			}
		}
		completion_reward = {
			ACH = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_integrating_tbh
		icon = GFX_goal_bos_flag_tbh
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_integrating_chapters
		prerequisite = {
			focus = bos_nf_integrating_chapters
		}
		available = {
			TBH = {
				borders_western_brotherhood_of_steel = yes
				has_war = no
				has_completed_focus = tbh_nf_texas_old_world_blues
			}
		}
		completion_reward = {
			TBH = {
				invite_to_western_brotherhood_of_steel = yes
				add_to_tech_sharing_group = lost_hills_research
			}
		}
	}
	focus = {
		id = bos_nf_nevada
		icon = GFX_goal_SOK_return_reno
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_preparing_for_expansion
		prerequisite = {
			focus = bos_nf_preparing_for_expansion
		}
		available = {
			TVT = { all_core_land_owned_by_prev_sphere = yes }
			NEW = { all_core_land_owned_by_prev_sphere = yes }
			VLT = { all_core_land_owned_by_prev_sphere = yes }
			YKZ = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 945
			add_state_core = 210
			add_state_core = 307
		}
	}
	focus = {
		id = bos_nf_the_northwest
		icon = GFX_goal_TTM_Greenway_Hydroponics
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_nevada
		prerequisite = {
			focus = bos_nf_nevada
		}
		available = {
			STA = { all_core_land_owned_by_prev_sphere = yes }
			MCA = { all_core_land_owned_by_prev_sphere = yes }
			MTC = { all_core_land_owned_by_prev_sphere = yes }
			STR = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 1263
			add_state_core = 656
			add_state_core = 1319
			add_state_core = 1071
		}
	}
	focus = {
		id = bos_nf_colorado
		icon = GFX_goal_TTM_Command_Station
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_nevada
		prerequisite = {
			focus = bos_nf_nevada
		}
		available = {
			NOT = { country_exists = TTM }
			GLW = { all_core_land_owned_by_prev_sphere = yes }
			TTM = { all_core_land_owned_by_prev_sphere = yes }
			ORO = { all_core_land_owned_by_prev_sphere = yes }
			YMP = { all_core_land_owned_by_prev_sphere = yes }
			HAN = { all_core_land_owned_by_prev_sphere = yes }
			ROB = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 525
			add_state_core = 568
			add_state_core = 38
		}
	}
	focus = {
		id = bos_nf_arizona
		icon = GFX_goal_TTM_ARZ_Flag
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_the_northwest
		prerequisite = {
			focus = bos_nf_the_northwest
			focus = bos_nf_colorado
		}
		available = {
			CES = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 438
			add_state_core = 518
			add_state_core = 519
		}
	}
	focus = {
		id = bos_nf_greater_texas
		icon = GFX_goal_generic_texas1
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_arizona
		prerequisite = {
			focus = bos_nf_arizona
		}
		available = {
			NOT = { country_exists = SHA }
			NOT = { country_exists = UOA }
			NOT = { country_exists = IMO }
			LNS = { all_core_land_owned_by_prev_sphere = yes }
			UOA = { all_core_land_owned_by_prev_sphere = yes }
			LNS = { all_core_land_owned_by_prev_sphere = yes }
			TBH = { all_core_land_owned_by_prev_sphere = yes }
			LUB = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 908
			add_state_core = 892
			add_state_core = 893
		}
	}
	focus = {
		id = bos_nf_mexico
		icon = GFX_goal_generic_TLA_shield
		cost = 30
		x = 0
		y = 5
		relative_position_id = bos_nf_preparing_for_expansion
		prerequisite = {
			focus = bos_nf_broken_coast
			focus = bos_nf_greater_texas
		}
		available = {
			TLA = { all_core_land_owned_by_prev_sphere = yes }
			ZAP = { all_core_land_owned_by_prev_sphere = yes }
			MAX = { all_core_land_owned_by_prev_sphere = yes }
			MOC = { all_core_land_owned_by_prev_sphere = yes }
			ARM = { all_core_land_owned_by_prev_sphere = yes }
			RRG = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 769
			add_state_core = 761
			add_state_core = 748
		}
	}
	focus = {
		id = bos_nf_oklahoma
		icon = GFX_goal_gpf_historic
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_mexico
		prerequisite = {
			focus = bos_nf_mexico
		}
		available = {
			TLP = { all_core_land_owned_by_prev_sphere = yes }
			CMC = { all_core_land_owned_by_prev_sphere = yes }
			CHO = { all_core_land_owned_by_prev_sphere = yes }
			CHR = { all_core_land_owned_by_prev_sphere = yes }
			SCA = { all_core_land_owned_by_prev_sphere = yes }
		}
		completion_reward = {
			add_state_core = 616
			add_state_core = 615
			add_state_core = 889
		}
	}
	focus = {
		id = bos_nf_the_midwest
		icon = GFX_goal_bos_generic_circuit
		cost = 30
		x = 1
		y = 1
		relative_position_id = bos_nf_mexico
		prerequisite = {
			focus = bos_nf_mexico
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_the_gulf_coast
		icon = GFX_goal_ITZ_itzan_revanchism
		cost = 30
		x = -1
		y = 1
		relative_position_id = bos_nf_the_midwest
		prerequisite = {
			focus = bos_nf_the_midwest
			focus = bos_nf_oklahoma
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_the_carribbean
		icon = GFX_goal_ITZ_move_settlers_in
		cost = 30
		x = -2
		y = 1
		relative_position_id = bos_nf_the_gulf_coast
		prerequisite = {
			focus = bos_nf_the_gulf_coast
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_appalachia
		icon = GFX_goal_bos_flag_bap
		cost = 30
		x = 0
		y = 1
		relative_position_id = bos_nf_the_gulf_coast
		prerequisite = {
			focus = bos_nf_the_gulf_coast
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_the_east_coast
		icon = GFX_goal_bos_flag_bls
		cost = 30
		x = 2
		y = 1
		relative_position_id = bos_nf_the_gulf_coast
		prerequisite = {
			focus = bos_nf_the_gulf_coast
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = bos_not_ready_tt
				always = no
			}
		}

		completion_reward = {
			custom_effect_tooltip = bos_not_ready_effect_tt
		}
	}
	focus = {
		id = bos_nf_purpose_fulfilled
		icon = GFX_goal_bos_saviour_of_mankind
		cost = 30
		x = 0
		y = 2
		relative_position_id = bos_nf_appalachia
		available = {
			has_country_leader_with_trait = bos_absolute_brotherhood_high_elder
			num_of_controlled_states > 250
			custom_trigger_tooltip = {
				tooltip = "Has allied, puppeted, or conquered the core territory of the following Chapters:"
				MOJ = { all_core_land_owned_by_prev_sphere = yes }
				GRD = { all_core_land_owned_by_prev_sphere = yes }
				SHI = { all_core_land_owned_by_prev_sphere = yes }
				TCA = { all_core_land_owned_by_prev_sphere = yes }
				WBH = { all_core_land_owned_by_prev_sphere = yes }
				TBH = { all_core_land_owned_by_prev_sphere = yes }
				ACH = { all_core_land_owned_by_prev_sphere = yes }
				MXC = { all_core_land_owned_by_prev_sphere = yes }
				MNC = { all_core_land_owned_by_prev_sphere = yes }
				BMW = { all_core_land_owned_by_prev_sphere = yes }
				BGF = { all_core_land_owned_by_prev_sphere = yes }
				BAP = { all_core_land_owned_by_prev_sphere = yes }
				BLN = { all_core_land_owned_by_prev_sphere = yes }
				BLS = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = MOJ_intellectuals
				MOJ = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = GRD_intellectuals
				GRD = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = SHI_intellectuals
				SHI = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = TCA_intellectuals
				TCA = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = WBH_intellectuals
				WBH = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = TBH_intellectuals
				TBH = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = ACH_intellectuals
				ACH = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = MXC_intellectuals
				MXC = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = MNC_intellectuals
				MNC = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = BMW_intellectuals
				BMW = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = BGF_intellectuals
				BGF = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = BAP_intellectuals
				BAP = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = BLS_intellectuals
				BLS = { all_core_land_owned_by_prev_sphere = yes }
			}
			custom_trigger_tooltip = {
				tooltip = BLN_intellectuals
				BLN = { all_core_land_owned_by_prev_sphere = yes }
			}
		}
		completion_reward = {
			add_country_leader_trait = bos_saviour_of_mankind
			set_cosmetic_tag = BOS_unified_brotherhood
		}
	}
	
	focus = {
		id = bos_nf_lost_hills_rearmament
		icon = GFX_goal_bos_rearmament
		cost = 30
		y = -1
		x = 16
		available = {
			has_completed_focus = bos_nf_debts_of_the_quartermasters
			date > 2277.07.01
		}
		relative_position_id = bos_nf_words_have_power
		completion_reward = {
			add_offsite_building = { type = industrial_complex level = 2 }
			add_timed_idea = {
				idea = bos_rearmament_idea
				days = 600
			}
		}
	}
	focus = {
		id = bos_aspirant_promotion
		icon = GFX_goal_max_walshian_militia
		cost = 20
		y = 1
		x = -4
		available = {
			has_completed_focus = bos_lost_hills_military_academy
		}
		prerequisite = { focus = bos_nf_lost_hills_rearmament }
		relative_position_id = bos_nf_lost_hills_rearmament
		completion_reward = {
			army_experience = 25
			add_manpower = 200
		}
	}
	focus = {
		id = bos_nf_vanguard
		icon = GFX_goal_bos_generic_stealth_suit
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_aspirant_promotion }
		relative_position_id = bos_aspirant_promotion
		completion_reward = {
			add_equipment_to_stockpile = {
				type = spec_ops_equipment_5
				amount = 150
				producer = USA
			}
			add_tech_bonus = {
				name = bos_nf_vanguard
				bonus = 1
				uses = 1
				category = spec_force_tech_category	
			}
		}
	}
	focus = {
		id = bos_first_scouts
		icon = GFX_goal_bos_scout
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_nf_vanguard }
		relative_position_id = bos_nf_vanguard
		completion_reward = {
			add_ideas = vanguard_scouts
			custom_effect_tooltip = bos_vanguard_tt
			hidden_effect = {
				load_oob = FirstVanguard
			}
		}
	}
	focus = {
		id = bos_senior_scout_promotion
		icon = GFX_goal_bos_generic_solders_pride
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_first_scouts }
		relative_position_id = bos_first_scouts
		completion_reward = {
			country_event = nf_brotherhood_history.19
		}
	}
	focus = {
		id = bos_shields
		icon = GFX_goal_bos_pa_2
		cost = 20
		y = 1
		x = -2
		prerequisite = { focus = bos_scribe_council }
		relative_position_id = bos_scribe_council
		completion_reward = {
			add_ideas = shieldguard
		}
	}
	focus = {
		id = bos_knight_armor
		icon = GFX_goal_bos_t51
		cost = 20
		y = 1 
		x = 0
		prerequisite = { focus = bos_shields }
		relative_position_id = bos_shields
		completion_reward = {
			add_ideas = knightarmor
		}
	}
	focus = {
		id = bos_scribe_council
		icon = GFX_goal_bos_scribe_council
		cost = 30
		y = 1
		x = 1
		prerequisite = { focus = bos_nf_lost_hills_rearmament }
		relative_position_id = bos_nf_lost_hills_rearmament
		completion_reward = {
			add_ideas = bos_scribe_council
		}
	}
	focus = {
		id = bos_scribe_initiates
		icon = GFX_goal_bos_scribe_initiates
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_scribe_council }
		relative_position_id = bos_scribe_council
		completion_reward = {
			add_research_slot = 1
		}
	}
	focus = {
		id = bos_lost_hills_database
		icon = GFX_goal_bos_terminal
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_scribe_initiates }
		relative_position_id = bos_scribe_initiates
		completion_reward = {
			add_tech_bonus = {
				name = bos_lost_hills_database
				bonus = 0.75
				ahead_reduction = 1
				uses = 2
				category = electronics
			}
			add_tech_bonus = {
				name = bos_lost_hills_database
				bonus = 0.5
				ahead_reduction = 1
				uses = 2
				category = agriculture_tech
			}
			add_tech_bonus = {
				name = bos_lost_hills_database
				bonus = 0.75
				ahead_reduction = 1
				uses = 1
				category = robotics_tech_category
			}
		}
	}
	focus = {
		id = bos_study_the_codex
		icon = GFX_goal_bos_codex
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_lost_hills_database }
		relative_position_id = bos_lost_hills_database
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_study_the_codex
				bonus = 0.3
				uses = 4
				category = cat_land_doctrine
				category = spec_force_doctrine_category
			}
		}
	}
	focus = {
		id = bos_weapon_refinement
		icon = GFX_goal_bos_weapon_refinement
		cost = 20
		y = 1
		x = 2
		prerequisite = { focus = bos_scribe_council }
		relative_position_id = bos_scribe_council
		completion_reward = {
			add_ideas = weaponrefinement
		}
	} 
	focus = {
		id = bos_heavy_weapon_tuning
		icon = GFX_goal_bos_gatling_laser
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_weapon_refinement }
		relative_position_id = bos_weapon_refinement
		completion_reward = {
			add_ideas = heavyweapons
		}
	}
	focus = {
		id = bos_arms_production
		icon = GFX_goal_bos_workbench
		cost = 30 
		y = 1
		x = 8
		prerequisite = { focus = bos_nf_lost_hills_rearmament }
		relative_position_id = bos_nf_lost_hills_rearmament
		completion_reward = {
			add_offsite_building = { type = arms_factory level = 3 }
			add_equipment_to_stockpile = {
				type = ballistic_equipment_3 
				amount = 600
				producer = USA
			}
		}
	}
	focus = {
		id = bos_steel_legions
		icon = GFX_goal_bos_paladin_2
		cost = 30
		y = 1
		x = -2
		prerequisite = { focus = bos_arms_production }
		relative_position_id = bos_arms_production 
		completion_reward = {
			add_ideas = steel_legion
		}
	}
	focus = {	
		id = bos_knight_supply
		icon = GFX_goal_bos_knight_supply_corps
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_steel_legions }
		relative_position_id = bos_steel_legions
		completion_reward = {
			add_ideas = knightsupply
		}
	}
	focus = {
		id = bos_motorized_logistics
		icon = GFX_goal_bos_mobile_logistics
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_knight_supply }
		relative_position_id = bos_knight_supply
		completion_reward = {
			swap_ideas = {
				remove_idea = knightsupply
				add_idea = motorizedsupply
			}
		}
	}
	focus = {
		id = bos_weapons_research
		icon = GFX_goal_bos_weapons_research
		cost = 30
		y = 1 
		x = 0
		prerequisite = { focus = bos_arms_production }
		relative_position_id = bos_arms_production
		completion_reward = {
			add_tech_bonus = {
				name = bos_weapons_research
				bonus = 0.75
				ahead_reduction = 1
				uses = 1
				category = support_demolitions_tech_category
			}
			add_tech_bonus = {
				name = bos_weapons_research
				bonus = 0.5
				ahead_reduction = 1
				uses = 2
				category = support_fireteam_tech_category
			}
			add_tech_bonus = {
				name = bos_weapons_research
				bonus = 0.75
				uses = 2
				category = infantry_tech_category
			}
			add_tech_bonus = {
				name = bos_weapons_research
				bonus = 0.25
				uses = 1
				category = support_anti_tank_tech_category
			}
		}
	}
	focus = {
		id = bos_energy_weapon_schematics
		icon = GFX_goal_bos_energy_weapon_schematics
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_weapons_research }
		relative_position_id = bos_weapons_research
		completion_reward = {
			add_tech_bonus = {
				name = bos_energy_weapon_schematics
				bonus = 0.5
				ahead_reduction = 2
				uses = 2
				category = energy_weaponry_tech_category
			}
		}
	}
	focus = {
		id = bos_power_armor_research
		icon = GFX_goal_bos_pa_research
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_energy_weapon_schematics }
		relative_position_id = bos_energy_weapon_schematics
		completion_reward = {
			add_tech_bonus = {
				name = bos_power_armor_research
				bonus = 0.75
				ahead_reduction = 2
				uses = 2
				category = power_armor_tech_category
			}
		}
	}
	focus = {
		id = bos_t45_production
		icon = GFX_goal_bos_pa_repairs
		cost = 30
		y = 0
		x = 2
		prerequisite = { focus = bos_arms_production }
		relative_position_id = bos_weapons_research
		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 300
				producer = USA
			}
		}
	}
	focus = {
		id = bos_t51_production
		icon = GFX_goal_bos_t51_repair
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_t45_production }
		relative_position_id = bos_t45_production
		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_5
				amount = 150
				producer = USA
			}
		}
	}
	focus = {
		id = bos_laser_rifle_production
		icon = GFX_goal_bos_laser_rifles
		cost = 30
		y = 0
		x = 2
		prerequisite = { focus = bos_t45_production }
		relative_position_id = bos_t51_production
		completion_reward = {
			add_equipment_to_stockpile = {
				type = energy_equipment_2
				amount = 500
				producer = USA
			}
		}
	}
	focus = {
		id = bos_advanced_weapons_production
		icon = GFX_goal_bos_advanced_weapons
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_t51_production }
		relative_position_id = bos_t51_production
		completion_reward = {
			add_equipment_to_stockpile = {
				type = energy_equipment_3
				amount = 250
				producer = USA
			}
		}
	}
	focus = {
		id = bos_produce_heavy_weapons
		icon = GFX_goal_bos_heavy_weapons
		cost = 30
		y = 1
		x = 2
		prerequisite = { focus = bos_t51_production }
		relative_position_id = bos_t51_production
		completion_reward = {
			add_equipment_to_stockpile = {
				type = flamer_demolitions_equipment_2
				amount = 250
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_3
				amount = 300
				producer = USA
			}
		}
	}
	focus = {
		id = bos_produce_transports
		icon = GFX_goal_bos_salvaged_truck
		cost = 30
		y = 1
		x = 1
		available = {
			has_completed_focus = bos_motorized_logistics
		}
		prerequisite = { focus = bos_t51_production }
		relative_position_id = bos_advanced_weapons_production
		completion_reward = {
			add_equipment_to_stockpile = {
				type = heavy_motorized_equipment_1
				amount = 200
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = heavy_motorized_equipment_2
				amount = 100
				producer = USA
			}
		}
	}
	focus = {
		id = bos_autarky
		icon = GFX_goal_bos_total_autarky
		cost = 40
		y = 1
		x = 0
		prerequisite = { focus = bos_motorized_logistics }
		prerequisite = { focus = bos_power_armor_research }
		prerequisite = { focus = bos_advanced_weapons_production }
		relative_position_id = bos_power_armor_research
		completion_reward = {
			add_ideas = autarky
			add_tech_bonus = {
				name = bos_autarky
				bonus = 0.75
				ahead_reduction = 1
				uses = 2
				category = industry_specialisation_category
			}
			add_tech_bonus = {
				name = bos_autarky
				bonus = 0.5
				ahead_reduction = 1
				uses = 2
				category = construction_category
			}
			add_tech_bonus = {
				name = bos_autarky
				bonus = 1
				ahead_reduction = 1
				uses = 3
				category = extraction_category
			}
		}
	}
	focus = {
		id = bos_underground_foundries
		icon = GFX_goal_bos_underground_foundries
		cost = 30
		y = 1
		x = 0
		prerequisite = { focus = bos_autarky }
		relative_position_id = bos_autarky
		completion_reward = {
			add_ideas = foundries
			set_temp_variable = { BOS_underground_construction_slots_to_add = 5 }
			bos_add_underground_construction_slots = yes
		}
	}
	
	focus = {
		id = bos_brotherhood_doctrine
		icon = GFX_goal_bos_paladin_new
		cost = 40 
		y = 0
		x = -15
		available = {
			has_completed_focus = bos_nf_learning_from_the_ncr_bos_war
		}
		relative_position_id = bos_nf_exodus
		completion_reward = {
			add_tech_bonus = {
				name = bos_brotherhood_doctrine
				bonus = 2
				uses = 1
				category = cat_land_doctrine
			}
			add_ideas = brotherhoodoctrine
		}
	}
	focus = {
		id = bos_train_more_paladins
		icon = GFX_goal_bos_generic_t51b_2
		cost = 30
		y = 1
		x = -3
		prerequisite = { focus = bos_brotherhood_doctrine }
		relative_position_id = bos_brotherhood_doctrine
		completion_reward = {
			set_temp_variable = { BOS_train_paladins_num = 1 }
			bos_train_paladins = yes
		}
	}
	focus = {
		id = bos_deploy_senior_knights
		icon = GFX_goal_bos_senior_knights
		cost = 30
		y = 1
		x = 0
		available = {
			has_completed_focus = bos_lost_hills_military_academy
		}
		prerequisite = { focus = bos_train_more_paladins }
		relative_position_id = bos_train_more_paladins
		completion_reward = {
			country_event = nf_brotherhood_history.18
		}
	}
	focus = {
		id = bos_quality_doctrine
		icon = GFX_goal_bos_quality
		cost = 20
		y = 1
		x = -1
		prerequisite = { focus = bos_brotherhood_doctrine }
		mutually_exclusive = { focus = bos_quantity_doctrine }
		relative_position_id = bos_brotherhood_doctrine
		completion_reward = {
			add_ideas = qualitydoctrine
		}
	}
	focus = {
		id = bos_armor_hardening
		icon = GFX_goal_bos_armor_hardening
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_quality_doctrine }
		relative_position_id = bos_quality_doctrine
		completion_reward = {
			swap_ideas = {
				remove_idea = qualitydoctrine
				add_idea = harderarmor
			}
		}
	}
	focus = {
		id = bos_desert_camo
		icon = GFX_goal_bos_camo_pa
		cost = 20
		y = 1 
		x = 0
		prerequisite = { focus = bos_armor_hardening }
		relative_position_id = bos_armor_hardening
		completion_reward = {
			add_ideas = boscamo 
		}
	}
	focus = { 
		id = bos_shock_and_awe
		icon = GFX_goal_bos_shock_and_awe
		cost = 20 
		y = 1 
		x = 0
		prerequisite = { focus = bos_desert_camo }
		relative_position_id = bos_desert_camo
		completion_reward = {
			swap_ideas = {
				remove_idea = harderarmor
				add_idea = shockandawesome
			}
			set_technology = {
			ncr_shocktroopers_tech = 1
			}
		}
	}
	focus = {
		id = bos_quantity_doctrine
		icon = GFX_goal_bos_quantity_doctrine
		cost = 20
		y = 1
		x = 1
		prerequisite = { focus = bos_brotherhood_doctrine }
		mutually_exclusive = { focus = bos_quality_doctrine }
		relative_position_id = bos_brotherhood_doctrine
		completion_reward = {
			add_ideas = quantitydoctrine
		}
	}
	focus = {
		id = bos_produce_fusion_cores
		icon = GFX_goal_bos_fusion_core
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_quantity_doctrine }
		relative_position_id = bos_quantity_doctrine
		completion_reward = {
			swap_ideas = {
				remove_idea = quantitydoctrine
				add_idea = fusioncores
			}
		}
	}
	focus = {
		id = bos_refurbish_old_suits
		icon = GFX_goal_bos_renovate_suits
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_produce_fusion_cores }
		relative_position_id = bos_produce_fusion_cores
		completion_reward = {
			swap_ideas = {
				remove_idea = fusioncores
				add_idea = oldsuits
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 100
				producer = USA
			}
		}
	}
	focus = {
		id = bos_t45d_reserves
		icon = GFX_goal_bos_t45_reserves
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_refurbish_old_suits }
		relative_position_id = bos_refurbish_old_suits
		completion_reward = {
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 250
				producer = USA
			}
		}
	}
	focus = {
		id = bos_power_armor_expertise
		icon = GFX_goal_bos_pa_3
		cost = 20
		y = 1
		x = -1
		prerequisite = { focus = bos_shock_and_awe focus = bos_t45d_reserves }
		relative_position_id = bos_t45d_reserves
		completion_reward = {
			add_tech_bonus = {
				name = bos_power_armor_expertise
				bonus = 1
				ahead_reduction = 0.5
				uses = 1
				category = power_armor_tech_category
			}
		}
	}
	focus = {
		id = bos_energy_weapon_supremacy
		icon = GFX_goal_bos_energy_weapon_supremacy
		cost = 30
		y = 1
		x = 3
		available = {
			has_completed_focus = bos_weapon_refinement
		}
		prerequisite = { focus = bos_brotherhood_doctrine }
		relative_position_id = bos_brotherhood_doctrine
		completion_reward = {
			swap_ideas = {
				remove_idea = weaponrefinement
				add_idea = energyweapons
			}
		}
	}
	focus = {
		id = bos_tesla_cannons
		icon = GFX_goal_bos_tesla_cannons
		cost = 30
		y = 1
		x = 0
		available = {
			has_completed_focus = bos_heavy_weapon_tuning
		}
		prerequisite = { focus = bos_energy_weapon_supremacy }
		relative_position_id = bos_energy_weapon_supremacy
		completion_reward = {
			swap_ideas = {
				remove_idea = heavyweapons
				add_idea = teslacannons
			}
		}
	}

	focus = {
		id = bos_lost_hills_military_academy
		icon = GFX_goal_ACH_Insignia
		cost = 30 
		y = 1
		x = -3
		available = {
			has_completed_focus = bos_brotherhood_doctrine
		}
		relative_position_id = bos_train_more_paladins
		completion_reward = {
			add_ideas = militaryacademy
			country_event = {
				id = nf_brotherhood_history.14
			}
		}
	}
	focus = {
		id = bos_initiation_ritual
		icon = GFX_goal_bos_generic_infantry_2
		cost = 20
		y = 1
		x = 0
		prerequisite = { focus = bos_lost_hills_military_academy }
		relative_position_id = bos_lost_hills_military_academy
		completion_reward = {
			add_ideas = newinitiates
		}
	}
	focus = { 
		id = bos_junior_knights
		icon = GFX_goal_bos_knight_promotion
		cost = 20
		y = 1
		x = -1
		prerequisite = { focus = bos_initiation_ritual }
		relative_position_id = bos_initiation_ritual
		completion_reward = {
			country_event = nf_brotherhood_history.15
		}
	}
	focus = {
		id = bos_quartermaster_promotion
		icon = GFX_goal_max_the_next_generation
		cost = 20
		y = 1
		x = 1
		prerequisite = { focus = bos_initiation_ritual }
		relative_position_id = bos_initiation_ritual
		completion_reward = {
			country_event = nf_brotherhood_history.16
		}
	}
	focus = {
		id = bos_paladin_promotions
		icon = GFX_goal_SHI_norton_bos
		cost = 20
		y = 1
		x = 1
		prerequisite = { focus = bos_junior_knights focus = bos_quartermaster_promotion }
		relative_position_id = bos_junior_knights
		completion_reward = {
			army_experience = 75
			country_event = nf_brotherhood_history.17
		}
	}

	focus = {
		id = bos_nf_emergency_measures
		icon = GFX_goal_bos_emergency_measures
		cost = 15
		x = -6
		y = 1
		relative_position_id = bos_nf_bls_eastern_mutant_tactical_experience
		available = {
			has_completed_focus = bos_nf_taking_back_california
		}	
		bypass = {
			NOT = { country_exists = NCR }
		}
		completion_reward = {
			add_timed_idea = {
				idea = emergency_measures
				days = 200
			}
		}
	}
	focus = {
		id = bos_lockdown_protocols
		icon = GFX_goal_bos_lockdown_protocols
		cost = 15
		x = -1
		y = 1
		prerequisite = {
			focus = bos_nf_emergency_measures
		}
		relative_position_id = bos_nf_emergency_measures
		completion_reward = {
			add_timed_idea = {
				idea = lockdown_protocols
				days = 200
			}
		}
	}
	focus = {
		id = bos_automated_defenses
		icon = GFX_goal_bos_robot_defenses
		cost = 15
		x = 1
		y = 1
		prerequisite = {
			focus = bos_nf_emergency_measures
		}
		relative_position_id = bos_nf_emergency_measures
		completion_reward = {
			custom_effect_tooltip = bos_lost_hills_robots_tt
			hidden_effect {
				load_oob = LostHillsRobots
			}
		}
	}
	focus = {
		id = bos_deploy_maxson_brigade
		icon = GFX_goal_bos_paladin
		cost = 20
		y = 2
		x = 0
		prerequisite = {
			focus = bos_nf_emergency_measures
		}
		relative_position_id = bos_nf_emergency_measures
		completion_reward = {
			custom_effect_tooltip = bos_maxson_brigade_tt
			hidden_effect = {
			load_oob = MaxsonBrigade
			}
		}
	}
	focus = {
		id = bos_open_the_armory
		icon = GFX_goal_bos_ammo_box
		cost = 20
		y = 1
		x = 0
		prerequisite = {
			focus = bos_deploy_maxson_brigade
		}
		relative_position_id = bos_deploy_maxson_brigade
		completion_reward = {
			add_equipment_to_stockpile = {
				type = energy_equipment_3
				amount = 125
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment_3
				amount = 100
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = power_armor_equipment_5
				amount = 75
				producer = USA
			}
		}
	}
	focus = {
		id = bos_distribute_stockpiles
		icon = GFX_goal_bos_minigun
		cost = 20
		y = 1
		x = -1
		prerequisite = {
			focus = bos_open_the_armory
		}
		relative_position_id = bos_open_the_armory
		completion_reward = {
			add_equipment_to_stockpile = {
				type = ballistic_fireteam_equipment_4
				amount = 150
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = energy_fireteam_equipment_3
				amount = 100
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = explosive_demolitions_equipment_4
				amount = 150
				producer = USA
			}
			add_equipment_to_stockpile = {
				type = flamer_demolitions_equipment_3
				amount = 100
				producer = USA
			}
		}
	}
	focus = {
		id = bos_deploy_the_AA
		icon = GFX_goal_bos_sam_site
		cost = 30
		y = 2
		x = 0
		prerequisite = {
			focus = bos_open_the_armory
		}
		relative_position_id = bos_open_the_armory
		completion_reward = {
			capital_scope = {
				add_building_construction = {
				    type = anti_air_building
				    level = 2
				    instant_build = yes
				}
			}
		}
	}

	focus = {
		id = bos_reserve_equipment
		icon = GFX_goal_bos_reserve_equipment
		cost = 20
		y = 1
		x = 1
		prerequisite = {
			focus = bos_open_the_armory
		}
		relative_position_id = bos_open_the_armory
		completion_reward = {
			add_equipment_to_stockpile = {
				type = energy_equipment_1
				amount = 250
				producer = BOS
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = 500
				producer = BOS
			}
		}
	}
}

	


focus_tree = {
	id = srg_focus_tree
	country = {
		factor = 0
		modifier = {
			tag = SRG
			add = 100
		}
	}

	#shared_focus = settler_schools
	#shared_focus = settler_community

	default = no
	focus = {
		id = srg_california_peace_accords
		icon = GFX_goal_MOJ_ncr_negotiations
		cost = 30
		x = 17
		y = 0
		completion_reward = {
			country_event = nf_brotherhood_steel_rangers.5
		}
	}
	focus = {
		id = srg_introduce_law
		text = srg_ncr_puppet_introduce_law
		icon = GFX_focus_generic_self_management
		cost = 30
		prerequisite = {
			focus = srg_california_peace_accords
		}
		available = {}
		relative_position_id = srg_california_peace_accords
		x = 0
		y = 1
		completion_reward = {
			add_stability = 0.15
		}
	}
	focus = {
		id = srg_california_tech_sharing_initiative
		text = srg_california_tech_sharing_initiative2
		icon = GFX_goal_generic_construct_infrastructure
		cost = 30
		prerequisite = {
			focus = srg_introduce_law
		}
		available = {}
		relative_position_id = srg_introduce_law
		x = 0
		y = 1
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					infrastructure < 9
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure < 9
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			NCR = {
				country_event = nf_brotherhood_steel_rangers.6
			}
			country_event = nf_brotherhood_steel_rangers.7
		}
	}
	focus = {
		id = srg_ncr_draft
		text = ncr_puppet_ncr_draft
		icon = GFX_goal_NCR_Military_March
		cost = 30
		prerequisite = {
			focus = srg_california_tech_sharing_initiative
		}
		relative_position_id = srg_california_tech_sharing_initiative
		x = 4
		y = 1
		completion_reward = {
			add_ideas = ncr_puppet_idea_ncr_draft
		}
	}
	focus = {
		id = srg_seek_amnesty
		icon = GFX_goal_generic_backroom_planning
		cost = 30
		prerequisite = {
			focus = srg_introduce_law
		}
		relative_position_id = srg_introduce_law
		mutually_exclusive = {
			focus = srg_tribunal_for_war_crimes
		}
		x = -3
		y = 1
		completion_reward = {
			add_war_support = 0.4
			add_stability = -0.15
			custom_effect_tooltip = paladin_stone_returns_tt
			hidden_effect = {
				BOS = {
					BOS_paladin_stone = {
						set_nationality = SRG
					}
				}
			}
		}
	}
	focus = {
		id = srg_community_leaders
		text = ncr_puppet_community_leaders
		icon = GFX_goal_generic_improve_relations
		cost = 30
		prerequisite = {
			focus = srg_introduce_law
		}
		relative_position_id = srg_introduce_law
		x = 3
		y = 1
		completion_reward = {
			add_ideas = ncr_puppet_idea_settler
		}
	}
	focus = {
		id = srg_tribunal_for_war_crimes
		icon = GFX_goal_NEW_modoc_slavers_guild
		cost = 30
		prerequisite = {
			focus = srg_introduce_law
		}
		relative_position_id = srg_introduce_law
		mutually_exclusive = {
			focus = srg_seek_amnesty
		}
		x = -6
		y = 1
		completion_reward = {
			add_stability = 0.25
		}
	}
	focus = {
		id = srg_dismantle_bunker_destruction_device
		icon = GFX_goal_fallout_tool
		cost = 30
		prerequisite = {
			focus = srg_introduce_law
		}
		relative_position_id = srg_introduce_law
		x = 6
		y = 1
		completion_reward = {
			add_stability = 0.05
			capital_scope = {
				add_resource = { type = metal amount = 6 }
				add_resource = { type = energy amount = 8 }
				add_resource = { type = advanced amount = 4 }
			}
		}
	}
	focus = {
		id = srg_maxson_city
		icon = GFX_goal_generic_scyscrapers_prewar
		cost = 30
		prerequisite = {
			focus = srg_california_tech_sharing_initiative
		}
		relative_position_id = srg_california_tech_sharing_initiative
		x = 0
		y = 1
		completion_reward = {
			add_tech_bonus = {
				name = srg_maxson_city
				bonus = 0.5
				uses = 3
				category = industry
			}
			every_owned_state = {
				add_extra_state_shared_building_slots = 1
			}
			add_offsite_building = { type = industrial_complex level = 2 }
			add_offsite_building = { type = arms_factory level = 2 }
		}
	}
	focus = {
		id = srg_paladin_pizza_parlors
		icon = GFX_goal_generic_food_focus
		cost = 30
		prerequisite = {
			focus = srg_maxson_city
		}
		relative_position_id = srg_maxson_city
		x = -1
		y = 1
		completion_reward = {
			set_temp_variable = { caps_to_add = 150 }
			add_caps = yes
		}
	}
	focus = {
		id = srg_ncr_war_reparations
		text = srg_ncr_war_reparations2
		icon = GFX_goal_enc_ncr_dollar
		cost = 30
		prerequisite = {
			focus = srg_maxson_city
		}
		relative_position_id = srg_maxson_city
		x = 1
		y = 1
		available = {
			set_temp_variable = { caps_diff = -150 }
			caps_cost_trigger = yes
		}
		completion_reward = {
			set_temp_variable = { caps_to_add = -150 }
			add_caps = yes
			add_stability = 0.15
		}
	}
	focus = {
		id = srg_retirement_for_military_veterans
		text = srg_retirement_for_military_veterans2
		icon = GFX_goal_generic_focus_happy_cactus
		cost = 30
		prerequisite = {
			focus = srg_ncr_war_reparations
		}
		prerequisite = {
			focus = srg_paladin_pizza_parlors
		}
		relative_position_id = srg_paladin_pizza_parlors
		x = 1
		y = 1
		completion_reward = {
			add_stability = 0.1
			add_offsite_building = { type = industrial_complex level = 2 }
			set_temp_variable = { caps_to_add = 75 }
			add_caps = yes
			add_timed_idea = {
				idea = srg_widespread_retirement
				days = 365
			}
		}
	}
	focus = {
		id = srg_dismantle_lost_hills_bunker
		text = srg_dismantle_lost_hills_bunker2
		icon = GFX_goal_bos_generic_bunker_life
		cost = 30
		prerequisite = {
			focus = srg_commemorate_roger_maxson_statue
		}
		prerequisite = {
			focus = srg_retirement_for_military_veterans
		}
		relative_position_id = srg_paladin_pizza_parlors
		x = -1
		y = 2
		completion_reward = {
			add_political_power = 200
			157 = {
				set_state_name = "Central Valley"
			}
		}
	}
	focus = {
		id = srg_new_military_stratagem
		icon = GFX_goal_enc_planning
		cost = 30
		prerequisite = {
			focus = srg_california_tech_sharing_initiative
		}
		relative_position_id = srg_california_tech_sharing_initiative
		x = -4
		y = 1
		completion_reward = {
			army_experience = 200
			bos_srg_upgrade_army_corps = yes
		}
	}
	focus = {
		id = srg_armed_patrols
		text = srg_armed_patrols2
		icon = GFX_goal_NCR_Propaganda_2
		cost = 30
		prerequisite = {
			focus = srg_new_military_stratagem
		}
		relative_position_id = srg_new_military_stratagem
		x = -1
		y = 1
		completion_reward = {
			add_tech_bonus = {
				name = srg_armed_patrols
				bonus = 0.25
				uses = 1
				category = infantry_tech_category
			}
			add_offsite_building = { type = arms_factory level = 2 }
		}
	}
	focus = {
		id = srg_peace_under_the_republic
		icon = GFX_goal_NCR_Propaganda_1
		cost = 30
		prerequisite = {
			focus = srg_new_military_stratagem
		}
		relative_position_id = srg_new_military_stratagem
		x = 1
		y = 1
		completion_reward = {
			add_tech_bonus = {
				name = srg_peace_under_the_republic
				bonus = 0.25
				uses = 1
				category = industry
			}
			add_offsite_building = { type = industrial_complex level = 2 }
		}
	}
	focus = {
		id = srg_commemorate_roger_maxson_statue
		icon = GFX_goal_NCR_T51B
		cost = 30
		prerequisite = {
			focus = srg_peace_under_the_republic
		}
		prerequisite = {
			focus = srg_armed_patrols
		}
		relative_position_id = srg_peace_under_the_republic
		x = -1
		y = 1
		completion_reward = {
			add_war_support = 0.25
			bos_srg_upgrade_army_corps = yes
		}
	}
	focus = {
		id = srg_introducing_trade
		text = srg_ncr_puppet_introducing_trade
		icon = GFX_goal_bottlecap
		cost = 30
		prerequisite = {
			focus = srg_ncr_draft
		}
		available = {}
		relative_position_id = srg_ncr_draft
		x = 1
		y = 1
		completion_reward = {
			add_ideas = ncr_puppet_taxation
		}
	}
	focus = {
		id = srg_creating_defense_militia
		text = srg_ncr_puppet_creating_defense_militia
		icon = GFX_goal_generic_bunkers_focus
		cost = 30
		prerequisite = {
			focus = srg_ncr_draft
		}
		available = {}
		relative_position_id = srg_ncr_draft
		x = -1
		y = 1
		completion_reward = {
			swap_ideas = {
				remove_idea = ncr_puppet_idea_ncr_draft
				add_idea = ncr_puppet_idea_ncr_draft_1
			}
		}
	}
	focus = {
		id = srg_the_new_scribes
		text = srg_the_new_scribes
		icon = GFX_focus_research2
		cost = 30
		prerequisite = {
			focus = srg_introducing_trade
		}
		prerequisite = {
			focus = srg_creating_defense_militia
		}
		available = {}
		relative_position_id = srg_creating_defense_militia
		x = 1
		y = 1
		completion_reward = {
			add_ideas = {srg_the_scribe}
		}
	}
	focus = {
		id = srg_the_field_scribes
		text = srg_the_field_scribes
		icon = GFX_focus_research2
		cost = 30
		prerequisite = {
			focus = srg_the_new_scribes
		}
		prerequisite = {
			focus = srg_retirement_for_military_veterans
		}
		available = {}
		relative_position_id = srg_the_new_scribes
		x = -2
		y = 1
		completion_reward = {
			country_event = nf_brotherhood_steel_rangers.8
		}
	}
	focus = {
		id = srg_light_of_civilisation
		text = srg_ncr_puppet_light_of_civilisation
		icon = GFX_goal_generic_scientific_exchange
		cost = 30
		prerequisite = {
			focus = srg_the_field_scribes
			focus = srg_dismantle_lost_hills_bunker
		}
		available = {}
		relative_position_id = srg_dismantle_lost_hills_bunker
		x = 2
		y = 1
		completion_reward = {
			if = {
				limit = {
					NOT = {
						has_tech = settled_civilization
					}
				}
				set_technology = {
					settled_civilization = 1
				}
			}
			add_research_slot = 1
			set_province_name = { id = 3418 name = "Maxson State University" }
			country_event = nf_brotherhood_steel_rangers.9
		}
	}
	focus = {
		id = srg_new_industry
		text = srg_ncr_puppet_new_industry
		icon = GFX_goal_generic_military_industry_focus
		cost = 30
		prerequisite = {
			focus = srg_light_of_civilisation
		}
		available = {}
		relative_position_id = srg_light_of_civilisation
		x = -1
		y = 1
		completion_reward = {
			set_technology = {
				habitation_tech_level_scientific = 1
				tools_tech_level_scientific = 1
			}	
		}
	}
	focus = {
		id = srg_embracing_the_future
		text = srg_ncr_puppet_embracing_the_future
		icon = GFX_focus_research2
		cost = 30
		prerequisite = {
			focus = srg_light_of_civilisation
		}
		available = {}
		relative_position_id = srg_light_of_civilisation
		x = 1
		y = 1
		completion_reward = {
			add_tech_bonus = {
				name = srg_embracing_the_future
				bonus = 0.5
				uses = 2
				category = electronics
			}
			set_technology = {
				electronics_tech_level_scientific = 1
				communication_engineering_5 = 1
			}
		}
	}
	focus = {
		id = srg_making_the_most
		text = srg_making_the_most
		icon = GFX_goal_generic_backpack
		cost = 120
		prerequisite = {
		}
		available = {
			has_completed_focus = srg_light_of_civilisation
		}
		bypass = {
			has_completed_focus = srg_light_of_civilisation
			357 = {infrastructure > 5}
			606 = {infrastructure > 5}
			312 = {infrastructure > 5}
			433 = {infrastructure > 5}
			558 = {infrastructure > 5}
			602 = {infrastructure > 5}
			64 = {infrastructure > 5}
			245 = {infrastructure > 5}
			258 = {infrastructure > 5}
			70 = {infrastructure > 5}
			360 = {infrastructure > 5}
			157 = {infrastructure > 5}
		}
		relative_position_id = srg_california_tech_sharing_initiative
		x = 8
		y = 5
		completion_reward = {
			add_ideas = {srg_the_field_scribes_corps}
			every_core_state = {
				limit = {
					infrastructure < 6
				}
				set_building_level = {
					type = infrastructure
					level = 6
				}
			}
		}
	}
	##In total, the population adds below add 36k population. Compared to base SRG, (35% recruitable pop @ dismissal) Submod SRG has (29-32%)
	## 
	focus = {
		id = srg_settling_the_lucia_range
		text = srg_settling_the_lucia_range
		icon = GFX_goal_generic_bridge
		cost = 60
		prerequisite = {
			focus = srg_making_the_most
		}
		available = {
		}
		relative_position_id = srg_making_the_most
		x = -3
		y = 1
		completion_reward = {
			433 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
			558 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
		}
	}
	focus = {
		id = srg_settling_the_diablo_range
		text = srg_settling_the_diablo_range
		icon = GFX_goal_generic_water
		cost = 60
		prerequisite = {
			focus = srg_making_the_most
		}
		available = {
		}
		relative_position_id = srg_making_the_most
		x = -1
		y = 1
		completion_reward = {
			606 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
			312 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
		}
	}
	focus = {
		id = srg_settling_the_badlands
		text = srg_settling_the_badlands
		icon = GFX_goal_generic_train_1
		cost = 60
		prerequisite = {
			focus = srg_settling_the_lucia_range
		}
		prerequisite = {
			focus = srg_settling_the_diablo_range
		}
		available = {
		}
		relative_position_id = srg_settling_the_lucia_range
		x = 1
		y = 1
		completion_reward = {
			606 = {set_state_category = town}
			312 = {set_state_category = town}
			433 = {set_state_category = town}
			558 = {set_state_category = town}
		}
	}
	focus = {
		id = srg_growing_central_valley_outskirts
		text = srg_growing_central_valley_outskirts
		icon = GFX_goal_generic_combine_drone
		cost = 60
		prerequisite = {
			focus = srg_making_the_most
		}
		available = {
		}
		relative_position_id = srg_making_the_most
		x = 1
		y = 1
		completion_reward = {
			##alpaugh and blackwells go to +5 base
			357 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
			602 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
			360 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
		}
	}
	focus = {
		id = srg_growing_maxson_city_outskirts
		text = srg_growing_maxson_city_outskirts
		icon = GFX_goal_generic_camp
		cost = 60
		prerequisite = {
			focus = srg_making_the_most
		}
		available = {
		}
		relative_position_id = srg_making_the_most
		x = 3
		y = 1
		completion_reward = {
			##alpaugh and blackwells go to +5 base
			258 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
			64 = {
				set_temp_variable = {
					pop_add = 4000
				}
				add_state_population = yes
			}
			
		}
	}
	focus = {
		id = srg_growing_the_settlements
		text = srg_growing_the_settlements
		icon = GFX_goal_generic_wrench_2
		cost = 60
		prerequisite = {
			focus = srg_growing_central_valley_outskirts
		}
		prerequisite = {
			focus = srg_growing_maxson_city_outskirts
		}
		available = {
		}
		relative_position_id = srg_growing_central_valley_outskirts
		x = 1
		y = 1
		completion_reward = {
			##go to +5 base
			357 = {set_state_category = large_town}
			602 = {set_state_category = large_town}
			360 = {set_state_category = large_town}
		}
	}
	focus = {
		id = srg_growing_our_new_settlements
		text = srg_growing_our_new_settlements
		icon = GFX_goal_generic_wasteland_girl	
		cost = 70
		prerequisite = {
			focus = srg_growing_the_settlements
		}
		prerequisite = {
			focus = srg_settling_the_badlands
		}
		available = {
		}
		relative_position_id = srg_making_the_most
		x = -1
		y = 3
		completion_reward = {
			312 = {
				if = {
					limit = {
					is_valid_state_for_2_civilian_factories = yes
					}
					add_extra_state_shared_building_slots = 2
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
					}
			}
			433 = {
				if = {
					limit = {
					is_valid_state_for_2_civilian_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
			558 = {
			if = {
				limit = {
				is_valid_state_for_2_civilian_factories = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				}
			}
			606 = {
			if = {
				limit = {
				is_valid_state_for_2_civilian_factories = yes
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				}
			}
		}
	}
	focus = {
		id = srg_growing_our_new_settlements_2
		text = srg_growing_our_new_settlements_2
		icon = GFX_goal_generic_zippo_girl
		cost = 70
		prerequisite = {
			focus = srg_growing_the_settlements
		}
		prerequisite = {
			focus = srg_settling_the_badlands
		}
		available = {
		}
		relative_position_id = srg_making_the_most
		x = 1
		y = 3
		completion_reward = {
			357 = {			
				if = {			
					limit = {
					is_valid_state_for_2_civilian_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			602 = {
				if = {
					limit = {
					is_valid_state_for_2_civilian_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			360 = {
				if = {
					limit = {
					is_valid_state_for_2_civilian_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
	focus = {
		id = srg_growing_ranger_arms_production
		text = srg_growing_ranger_arms_production
		icon = GFX_goal_generic_Steel_crate
		cost = 70
		prerequisite = {
			focus = srg_growing_our_new_settlements
		}
		prerequisite = {
			focus = srg_growing_our_new_settlements_2
		}
		available = {
		}
		relative_position_id = srg_making_the_most
		x = 0
		y = 4
		completion_reward = {
			245 = {		
				if = {			
					limit = {
					is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			258 = {
				if = {
					limit = {
					is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			64 = {
				if = {
					limit = {
					is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			70 = {
				if = {
					limit = {
					is_valid_state_for_2_arms_factories = yes
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
	focus = {
		id = srg_new_military_doctrine
		icon = GFX_goal_enc_planning
		cost = 30
		prerequisite = {
		}
		available = {
			has_completed_focus = srg_retirement_for_military_veterans
			has_completed_focus = srg_commemorate_roger_maxson_statue
		}
		relative_position_id = srg_commemorate_roger_maxson_statue
		x = -3
		y = 2
		completion_reward = {
			add_tech_bonus = {
				name = bos_nf_new_military_doctrine
				bonus = 0.6
				uses = 7
				category = cat_land_doctrine
				category = spec_force_doctrine_category
			}
		}
	}
	focus = {
		id = srg_special_ops
		icon = GFX_goal_generic_BOS_focus_flight_academy
		cost = 30
		prerequisite = {
			focus = srg_new_military_doctrine
		}
		available = {

		}
		mutually_exclusive = { focus =	srg_power_armour }
		relative_position_id = srg_new_military_doctrine
		x = -1
		y = 1
		completion_reward = {
			set_technology = {special_forces_tech_level_scientific = 1}
			set_country_flag = spec_ops_doctrine_ai
		}
	}
	focus = {
		id = srg_power_armour
		icon = GFX_goal_generic_BOS_focus_t51b_production
		cost = 30
		prerequisite = {
			focus = srg_new_military_doctrine
		}
		available = {

		}
		mutually_exclusive = { focus =	srg_special_ops }
		relative_position_id = srg_new_military_doctrine
		x = 1
		y = 1
		completion_reward = {
			set_technology = {power_armour_tech_level_scientific = 1}
			set_country_flag = power_armor_doctrine_ai
		}
	}
	focus = {
		id = srg_knight_subunits
		icon = GFX_goal_generic_BOS_focus_combined_operations
		cost = 30
		prerequisite = {
			focus = srg_power_armour
			focus = srg_special_ops
		}
		available = {

		}
		relative_position_id = srg_new_military_doctrine
		x = 0
		y = 2
		completion_reward = {
			set_technology = { knights_unlock_tech = 1 }
		}
	}
	focus = {
		id = srg_paladin_patrols
		icon = GFX_goal_bos_steel_warriors
		cost = 30
		prerequisite = {
			focus = srg_knight_subunits
		}
		available = {

		}
		relative_position_id = srg_knight_subunits
		x = -1
		y = 1
		completion_reward = {
			add_ideas = { srg_paladin_patrols_idea }
		}
	}
	focus = {
		id = srg_nuclear_weapons_studies
		text = srg_nuclear_weapons_studies2
		icon = GFX_goal_generic_nuka_break_nuke
		cost = 30
		prerequisite = {
			focus = srg_knight_subunits
		}
		available = {
			has_completed_focus = srg_dismantle_bunker_destruction_device
		}
		relative_position_id = srg_knight_subunits
		x = 1
		y = 1
		completion_reward = {
			add_nuclear_bombs = 1
		}
	}
	focus = {
		id = srg_were_ready
		text = srg_were_ready
		icon = GFX_goal_ally_NCR
		cost = 30
		prerequisite = {
			focus = srg_paladin_patrols
			focus = srg_nuclear_weapons_studies
		}
		available = {
			country_exists = NCR
		}
		bypass = {
			is_in_faction_with = NCR
		}
		relative_position_id = srg_nuclear_weapons_studies
		x = -1
		y = 1
		completion_reward = {
			if = {
				limit = {
					new_california_exists = yes
				}
				create_or_join_new_california = yes
			}
			else_if = {
				limit = {
					dharma_way_exists = yes		
				}
				create_or_join_dharma_way = yes
			}				
		}
	}
	focus = {
		id = srg_recruitment_drive
		icon = GFX_goal_generic_f76_player3
		cost = 30
		prerequisite = {
			focus = srg_knight_subunits
		}
		available = {

		}
		relative_position_id = srg_knight_subunits
		x = -4
		y = 1
		completion_reward = {
			add_ideas = {srg_new_special_forces}
		}
	}
	focus = {
		id = srg_every_man_is_precious
		icon = GFX_goal_usa_education_civilian
		cost = 30
		prerequisite = {
			focus = srg_recruitment_drive
		}
		available = {

		}
		mutually_exclusive = { focus =	srg_quantity_is_its_own_quality }
		relative_position_id = srg_recruitment_drive
		x = -1
		y = 1
		completion_reward = {
			add_ideas = {srg_superior_enforcers}
		}
	}
	focus = {
		id = srg_quantity_is_its_own_quality
		icon = GFX_goal_NCR_Standards
		cost = 30
		prerequisite = {
			focus = srg_recruitment_drive
		}
		available = {

		}
		mutually_exclusive = { focus =	srg_every_man_is_precious }
		relative_position_id = srg_recruitment_drive
		x = 1
		y = 1
		completion_reward = {
			add_ideas = {srg_a_big_army}
		}
	}
	focus = {
		id = srg_preparing_against_our_foes
		icon = GFX_goal_NCR_Allisgood
		cost = 30
		prerequisite = {
			focus = srg_knight_subunits
		}
		available = {
			
		}
		relative_position_id = srg_knight_subunits
		x = 4
		y = 1
		completion_reward = {
			add_war_support = 0.1
		}
	}
	focus = {
		id = srg_preparing_against_csr
		icon = GFX_goal_NCR_Damassault
		cost = 15
		prerequisite = {
			focus = srg_preparing_against_our_foes
		}
		available = {
			
		}
		relative_position_id = srg_preparing_against_our_foes
		x = -1
		y = 1
		completion_reward = {
			bos_upgrade_legion_experience_law = yes
		}
	}
	focus = {
		id = srg_preparing_against_csr_2
		icon = GFX_goal_LAC_monster_of_the_east
		cost = 15
		prerequisite = {
			focus = srg_preparing_against_csr
		}
		available = {
			OR = {
				NCR = {
					OR = {
						has_war_with = CES
						has_war_with = WHT
						has_war_with = LAC
						has_war_with = TWO
						has_war_with = NAV
					}
				}
				SRG = {
					OR = {
						has_war_with = CES
						has_war_with = WHT
						has_war_with = LAC
						has_war_with = TWO
						has_war_with = NAV
					}
				}
			}
		}
		relative_position_id = srg_preparing_against_csr
		x = 0
		y = 1
		completion_reward = {
			bos_upgrade_legion_experience_law = yes
		}
	}
	focus = {
		id = srg_preparing_against_bos
		icon = GFX_goal_BOS_generic
		cost = 15
		prerequisite = {
			focus = srg_preparing_against_our_foes
		}
		available = {
		}
		relative_position_id = srg_preparing_against_our_foes
		x = 1
		y = 1
		completion_reward = {
			bos_troika_upgrade_bos_experience_law = yes
		}
	}
}



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